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#ifndef __PBR_INC
#define __PBR_INC
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
#include "globals.cginc"
#include "interpolators.cginc"
#include "poi.cginc"
#if defined(_LTCGI)
#include "Third_Party/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc"
struct ltcgi_acc {
float3 diffuse;
float3 specular;
};
void ltcgi_cb_diffuse(inout ltcgi_acc acc, in ltcgi_output output);
void ltcgi_cb_specular(inout ltcgi_acc acc, in ltcgi_output output);
#define LTCGI_V2_CUSTOM_INPUT ltcgi_acc
#define LTCGI_V2_DIFFUSE_CALLBACK ltcgi_cb_diffuse
#define LTCGI_V2_SPECULAR_CALLBACK ltcgi_cb_specular
#include "Third_Party/at.pimaker.ltcgi/Shaders/LTCGI.cginc"
void ltcgi_cb_diffuse(inout ltcgi_acc acc, in ltcgi_output output) {
acc.diffuse += output.intensity * output.color * _LTCGI_DiffuseColor;
}
void ltcgi_cb_specular(inout ltcgi_acc acc, in ltcgi_output output) {
acc.specular += output.intensity * output.color * _LTCGI_SpecularColor;
}
#endif // __LTCGI
UNITY_DECLARE_TEXCUBE(_Cubemap);
UnityLight CreateDirectLight(float3 normal, float ao, v2f i)
{
#if 1
// This whole block is yoinked from AutoLight.cginc. I needed a way to
// control shadow strength so I had to duplicate the code.
#if defined(DIRECTIONAL_COOKIE)
DECLARE_LIGHT_COORD(i, i.worldPos);
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
float attenuation = tex2D(_LightTexture0, lightCoord).w;
#elif defined(POINT_COOKIE)
DECLARE_LIGHT_COORD(i, i.worldPos);
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
float attenuation = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r *
texCUBE(_LightTexture0, lightCoord).w;
#elif defined(DIRECTIONAL)
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
float attenuation = 1;
#elif defined(SPOT)
DECLARE_LIGHT_COORD(i, i.worldPos);
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
float attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
#elif defined(POINT)
unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(i.worldPos, 1)).xyz;
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
float attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
#else
float shadow = 1;
float attenuation = 1;
#endif
attenuation *= lerp(1, shadow, _Shadow_Strength);
#else
UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos);
#endif
UnityLight light;
light.color = _LightColor0.rgb * attenuation * ao;
#if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT)
light.dir = normalize((_WorldSpaceLightPos0 - i.worldPos).xyz);
#else
light.dir = _WorldSpaceLightPos0;
#endif
if (round(_Confabulate_Normals)) {
light.dir = normal;
}
light.ndotl = DotClamped(normal, light.dir);
return light;
}
float GetRoughness(float smoothness) {
float r = 1 - smoothness;
r *= 1.7 - 0.7 * r;
return r;
}
float3 BoxProjection (
float3 direction, float3 position,
float4 cubemapPosition, float3 boxMin, float3 boxMax
) {
#if UNITY_SPECCUBE_BOX_PROJECTION
UNITY_BRANCH
if (cubemapPosition.w > 0) {
float3 factors =
((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition);
}
#endif
return direction;
}
UnityIndirect CreateIndirectLight(float4 vertexLightColor, float3 view_dir, float3 normal,
float smoothness, float3 worldPos, float ao, float2 uv) {
UnityIndirect indirect;
indirect.diffuse = vertexLightColor;
indirect.specular = 0;
#if defined(FORWARD_BASE_PASS)
#if defined(LIGHTMAP_ON)
// Avatars are not static, don't use lightmap.
indirect.diffuse = 0;
#else
indirect.diffuse += max(0, ShadeSH9(float4(normal, 1)));
#endif
float3 reflect_dir = reflect(-view_dir, normal);
Unity_GlossyEnvironmentData env_data;
env_data.roughness = GetRoughness(smoothness);
env_data.reflUVW = BoxProjection(
reflect_dir, worldPos,
unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax
);
float3 probe0 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, env_data
);
env_data.reflUVW = BoxProjection(
reflect_dir, worldPos,
unity_SpecCube1_ProbePosition,
unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax
);
#if UNITY_SPECCUBE_BLENDING
float interpolator = unity_SpecCube0_BoxMin.w;
UNITY_BRANCH
if (interpolator < 0.99999) {
float3 probe1 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0),
unity_SpecCube0_HDR, env_data
);
indirect.specular = lerp(probe1, probe0, interpolator);
}
else {
indirect.specular = probe0;
}
#else
indirect.specular = probe0;
#endif // UNITY_SPECCUBE_BLENDING
#if defined(_CUBEMAP)
float roughness = GetRoughness(smoothness);
probe0 =
UNITY_SAMPLE_TEXCUBE_LOD(
_Cubemap,
reflect_dir,
roughness * UNITY_SPECCUBE_LOD_STEPS);
#endif // _CUBEMAP
indirect.specular = probe0;
#endif // FORWARD_BASE_PASS
indirect.diffuse *= ao;
return indirect;
}
float4 getLitColor(
float4 vertexLightColor,
float4 albedo,
float3 worldPos,
float3 normal,
float metallic, float smoothness, float2 uv, float ao,
v2f i)
{
float3 specular_tint;
float one_minus_reflectivity;
albedo.rgb = DiffuseAndSpecularFromMetallic(
albedo, metallic, specular_tint, one_minus_reflectivity);
float3 view_dir = normalize(_WorldSpaceCameraPos - worldPos);
uint normals_mode = round(_Mesh_Normals_Mode);
bool flat = (normals_mode == 0);
float3 flat_normal = normalize(
(1.0 / _Flatten_Mesh_Normals_Str) * normal +
_Flatten_Mesh_Normals_Str * view_dir);
float3 spherical_normal = normalize(UnityObjectToWorldNormal(normalize(i.objPos)));
normal = lerp(spherical_normal, flat_normal, flat);
UnityIndirect indirect_light = CreateIndirectLight(vertexLightColor,
view_dir, normal, smoothness, worldPos, ao, uv);
UnityLight direct_light = CreateDirectLight(normal, ao, i);
if (flat) {
float e = 0.8;
indirect_light.diffuse += direct_light.color * e;
direct_light.color *= (1 - e);
}
#if defined(_LTCGI)
ltcgi_acc acc = (ltcgi_acc) 0;
if ((bool) round(_LTCGI_Enabled)) {
LTCGI_Contribution(
acc,
i.worldPos,
normal,
view_dir,
1.0 - smoothness,
0);
direct_light.color += acc.diffuse;
direct_light.color += acc.specular;
indirect_light.diffuse += acc.diffuse;
indirect_light.specular += acc.specular;
}
#endif
direct_light.color = clamp(direct_light.color, _Min_Brightness, _Max_Brightness*.5);
indirect_light.diffuse = clamp(indirect_light.diffuse, _Min_Brightness, _Max_Brightness);
indirect_light.specular = clamp(indirect_light.specular, _Min_Brightness, _Max_Brightness);
float3 pbr;
if (round(_Confabulate_Normals)) {
pbr = UNITY_BRDF_PBS(
albedo,
specular_tint,
one_minus_reflectivity,
smoothness,
view_dir,
normal,
direct_light,
indirect_light).xyz;
} else {
pbr = UNITY_BRDF_PBS(
albedo,
specular_tint,
one_minus_reflectivity,
smoothness,
normal,
view_dir,
direct_light,
indirect_light).xyz;
}
#if defined(_LTCGI)
pbr.rgb += (acc.specular + acc.diffuse) * metallic;
#endif
return float4(pbr, albedo.a);
}
#endif // __PBR_INC
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