#ifndef __PBR_INC__ #define __PBR_INC__ #include "AutoLight.cginc" #include "eyes_data.cginc" #include "UnityPBSLighting.cginc" static float BG_Effect_Bias = 0.0; static float BG_Effect_Weight = 1.0; UnityIndirect GetIndirect(v2f i, float3 view_dir, float smoothness) { UnityIndirect indirect; indirect.diffuse = 0; indirect.specular = 0; #if defined(VERTEXLIGHT_ON) indirect.diffuse = i.vertexLightColor; #endif #if defined(FORWARD_BASE_PASS) indirect.diffuse += max(0, ShadeSH9(float4(i.normal, 1))); float3 reflect_dir = reflect(-view_dir, i.normal); // There's a nonlinear relationship between mipmap level and roughness. float roughness = 1 - smoothness; roughness *= 1.7 - .7 * roughness; float3 env_sample; env_sample = UNITY_SAMPLE_TEXCUBE_LOD( unity_SpecCube0, reflect_dir, roughness * UNITY_SPECCUBE_LOD_STEPS); indirect.specular = env_sample; #endif return indirect; } UnityLight GetLight(v2f i) { UNITY_LIGHT_ATTENUATION(attenuation, 0, i.worldPos); float3 light_color = _LightColor0.rgb * attenuation; UnityLight light; light.color = light_color; #if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT) light.dir = normalize(_WorldSpaceLightPos0.xyz - i.worldPos); #else light.dir = _WorldSpaceLightPos0.xyz; #endif light.ndotl = DotClamped(i.normal, light.dir); return light; } void initNormal(inout v2f i) { i.normal = normalize(i.normal); } float4 light(inout v2f i, float4 albedo, float metallic, float smoothness) { initNormal(i); float3 specular_tint; float one_minus_reflectivity; albedo.rgb = DiffuseAndSpecularFromMetallic( albedo, metallic, specular_tint, one_minus_reflectivity); float3 view_dir = normalize(_WorldSpaceCameraPos - i.worldPos); float3 pbr = UNITY_BRDF_PBS(albedo, specular_tint, one_minus_reflectivity, smoothness, i.normal, view_dir, GetLight(i), GetIndirect(i, view_dir, smoothness)).rgb; return float4(saturate(pbr), albedo.a); } float getWorldSpaceDepth(in float3 world_pos) { float4 clip_pos = mul(UNITY_MATRIX_VP, float4(world_pos, 1.0)); return clip_pos.z / clip_pos.w; } #endif // __PBR_INC__