Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /ShaderLibrary /GlobalIllumination.hlsl
| #ifndef UNIVERSAL_GLOBAL_ILLUMINATION_INCLUDED | |
| #define UNIVERSAL_GLOBAL_ILLUMINATION_INCLUDED | |
| #define AMBIENT_PROBE_BUFFER 0 | |
| #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) | |
| #endif | |
| #if USE_FORWARD_PLUS | |
| #endif | |
| // If lightmap is not defined than we evaluate GI (ambient + probes) from SH | |
| // Renamed -> LIGHTMAP_SHADOW_MIXING | |
| #if !defined(_MIXED_LIGHTING_SUBTRACTIVE) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) | |
| #define _MIXED_LIGHTING_SUBTRACTIVE | |
| #endif | |
| // SH Vertex Evaluation. Depending on target SH sampling might be | |
| // done completely per vertex or mixed with L2 term per vertex and L0, L1 | |
| // per pixel. See SampleSHPixel | |
| half3 SampleSHVertex(half3 normalWS) | |
| { | |
| #if defined(EVALUATE_SH_VERTEX) | |
| return EvaluateAmbientProbeSRGB(normalWS); | |
| #elif defined(EVALUATE_SH_MIXED) | |
| // no max since this is only L2 contribution | |
| return SHEvalLinearL2(normalWS, unity_SHBr, unity_SHBg, unity_SHBb, unity_SHC); | |
| #endif | |
| // Fully per-pixel. Nothing to compute. | |
| return half3(0.0, 0.0, 0.0); | |
| } | |
| // SH Pixel Evaluation. Depending on target SH sampling might be done | |
| // mixed or fully in pixel. See SampleSHVertex | |
| half3 SampleSHPixel(half3 L2Term, half3 normalWS) | |
| { | |
| #if defined(EVALUATE_SH_VERTEX) | |
| return L2Term; | |
| #elif defined(EVALUATE_SH_MIXED) | |
| half3 res = L2Term + SHEvalLinearL0L1(normalWS, unity_SHAr, unity_SHAg, unity_SHAb); | |
| #ifdef UNITY_COLORSPACE_GAMMA | |
| res = LinearToSRGB(res); | |
| #endif | |
| return max(half3(0, 0, 0), res); | |
| #endif | |
| // Default: Evaluate SH fully per-pixel | |
| return EvaluateAmbientProbeSRGB(normalWS); | |
| } | |
| // APV Prove volume | |
| // Vertex and Mixed both use Vertex sampling | |
| #if (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) | |
| half3 SampleProbeVolumeVertex(in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, out float4 probeOcclusion) | |
| { | |
| probeOcclusion = 1.0; | |
| #if defined(EVALUATE_SH_VERTEX) || defined(EVALUATE_SH_MIXED) | |
| half3 bakedGI; | |
| // The screen space position is used for noise, which is irrelevant when doing vertex sampling | |
| float2 positionSS = float2(0, 0); | |
| if (_EnableProbeVolumes) | |
| { | |
| EvaluateAdaptiveProbeVolume(absolutePositionWS, normalWS, viewDir, positionSS, GetMeshRenderingLayer(), bakedGI, probeOcclusion); | |
| } | |
| else | |
| { | |
| bakedGI = EvaluateAmbientProbe(normalWS); | |
| } | |
| #ifdef UNITY_COLORSPACE_GAMMA | |
| bakedGI = LinearToSRGB(bakedGI); | |
| #endif | |
| return bakedGI; | |
| #else | |
| return half3(0, 0, 0); | |
| #endif | |
| } | |
| half3 SampleProbeVolumePixel(in half3 vertexValue, in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, in float2 positionSS, in float4 vertexProbeOcclusion, out float4 probeOcclusion) | |
| { | |
| probeOcclusion = 1.0; | |
| #if defined(EVALUATE_SH_VERTEX) || defined(EVALUATE_SH_MIXED) | |
| probeOcclusion = vertexProbeOcclusion; | |
| return vertexValue; | |
| #elif defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) | |
| half3 bakedGI; | |
| if (_EnableProbeVolumes) | |
| { | |
| EvaluateAdaptiveProbeVolume(absolutePositionWS, normalWS, viewDir, positionSS, GetMeshRenderingLayer(), bakedGI, probeOcclusion); | |
| } | |
| else | |
| { | |
| bakedGI = EvaluateAmbientProbe(normalWS); | |
| } | |
| #ifdef UNITY_COLORSPACE_GAMMA | |
| bakedGI = LinearToSRGB(bakedGI); | |
| #endif | |
| return bakedGI; | |
| #else | |
| return half3(0, 0, 0); | |
| #endif | |
| } | |
| half3 SampleProbeVolumePixel(in half3 vertexValue, in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, in float2 positionSS) | |
| { | |
| float4 unusedProbeOcclusion = 0; | |
| return SampleProbeVolumePixel(vertexValue, absolutePositionWS, normalWS, viewDir, positionSS, unusedProbeOcclusion, unusedProbeOcclusion); | |
| } | |
| #endif | |
| half3 SampleProbeSHVertex(in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, out float4 probeOcclusion) | |
| { | |
| probeOcclusion = 1.0; | |
| #if (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) | |
| return SampleProbeVolumeVertex(absolutePositionWS, normalWS, viewDir, probeOcclusion); | |
| #else | |
| return SampleSHVertex(normalWS); | |
| #endif | |
| } | |
| half3 SampleProbeSHVertex(in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir) | |
| { | |
| float4 unusedProbeOcclusion = 0; | |
| return SampleProbeSHVertex(absolutePositionWS, normalWS, viewDir, unusedProbeOcclusion); | |
| } | |
| #if defined(UNITY_DOTS_INSTANCING_ENABLED) && !defined(USE_LEGACY_LIGHTMAPS) | |
| // ^ GPU-driven rendering is enabled, and we haven't opted-out from lightmap | |
| // texture arrays. This minimizes batch breakages, but texture arrays aren't | |
| // supported in a performant way on all GPUs. | |
| #define LIGHTMAP_NAME unity_Lightmaps | |
| #define LIGHTMAP_INDIRECTION_NAME unity_LightmapsInd | |
| #define LIGHTMAP_SAMPLER_NAME samplerunity_Lightmaps | |
| #define LIGHTMAP_SAMPLE_EXTRA_ARGS staticLightmapUV, unity_LightmapIndex.x | |
| #else | |
| // ^ Lightmaps are not bound as texture arrays, but as individual textures. The | |
| // batch is broken every time lightmaps are changed, but this is well-supported | |
| // on all GPUs. | |
| #define LIGHTMAP_NAME unity_Lightmap | |
| #define LIGHTMAP_INDIRECTION_NAME unity_LightmapInd | |
| #define LIGHTMAP_SAMPLER_NAME samplerunity_Lightmap | |
| #define LIGHTMAP_SAMPLE_EXTRA_ARGS staticLightmapUV | |
| #endif | |
| // Sample baked and/or realtime lightmap. Non-Direction and Directional if available. | |
| half3 SampleLightmap(float2 staticLightmapUV, float2 dynamicLightmapUV, half3 normalWS) | |
| { | |
| // The shader library sample lightmap functions transform the lightmap uv coords to apply bias and scale. | |
| // However, universal pipeline already transformed those coords in vertex. We pass half4(1, 1, 0, 0) and | |
| // the compiler will optimize the transform away. | |
| half4 transformCoords = half4(1, 1, 0, 0); | |
| float3 diffuseLighting = 0; | |
| #if defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) | |
| diffuseLighting = SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_NAME, LIGHTMAP_SAMPLER_NAME), | |
| TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_INDIRECTION_NAME, LIGHTMAP_SAMPLER_NAME), | |
| LIGHTMAP_SAMPLE_EXTRA_ARGS, transformCoords, normalWS, true); | |
| #elif defined(LIGHTMAP_ON) | |
| diffuseLighting = SampleSingleLightmap(TEXTURE2D_LIGHTMAP_ARGS(LIGHTMAP_NAME, LIGHTMAP_SAMPLER_NAME), LIGHTMAP_SAMPLE_EXTRA_ARGS, transformCoords, true); | |
| #endif | |
| #if defined(DYNAMICLIGHTMAP_ON) && defined(DIRLIGHTMAP_COMBINED) | |
| diffuseLighting += SampleDirectionalLightmap(TEXTURE2D_ARGS(unity_DynamicLightmap, samplerunity_DynamicLightmap), | |
| TEXTURE2D_ARGS(unity_DynamicDirectionality, samplerunity_DynamicLightmap), | |
| dynamicLightmapUV, transformCoords, normalWS, false); | |
| #elif defined(DYNAMICLIGHTMAP_ON) | |
| diffuseLighting += SampleSingleLightmap(TEXTURE2D_ARGS(unity_DynamicLightmap, samplerunity_DynamicLightmap), | |
| dynamicLightmapUV, transformCoords, false); | |
| #endif | |
| return diffuseLighting; | |
| } | |
| // Legacy version of SampleLightmap where Realtime GI is not supported. | |
| half3 SampleLightmap(float2 staticLightmapUV, half3 normalWS) | |
| { | |
| float2 dummyDynamicLightmapUV = float2(0,0); | |
| half3 result = SampleLightmap(staticLightmapUV, dummyDynamicLightmapUV, normalWS); | |
| return result; | |
| } | |
| // We either sample GI from baked lightmap or from probes. | |
| // If lightmap: sampleData.xy = lightmapUV | |
| // If probe: sampleData.xyz = L2 SH terms | |
| #if defined(LIGHTMAP_ON) && defined(DYNAMICLIGHTMAP_ON) | |
| #define SAMPLE_GI(staticLmName, dynamicLmName, shName, normalWSName) SampleLightmap(staticLmName, dynamicLmName, normalWSName) | |
| #elif defined(DYNAMICLIGHTMAP_ON) | |
| #define SAMPLE_GI(staticLmName, dynamicLmName, shName, normalWSName) SampleLightmap(0, dynamicLmName, normalWSName) | |
| #elif defined(LIGHTMAP_ON) | |
| #define SAMPLE_GI(staticLmName, shName, normalWSName) SampleLightmap(staticLmName, 0, normalWSName) | |
| #elif defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) | |
| #ifdef USE_APV_PROBE_OCCLUSION | |
| #define SAMPLE_GI(shName, absolutePositionWS, normalWS, viewDir, positionSS, vertexProbeOcclusion, probeOcclusion) SampleProbeVolumePixel(shName, absolutePositionWS, normalWS, viewDir, positionSS, vertexProbeOcclusion, probeOcclusion) | |
| #else | |
| #define SAMPLE_GI(shName, absolutePositionWS, normalWS, viewDir, positionSS, vertexProbeOcclusion, probeOcclusion) SampleProbeVolumePixel(shName, absolutePositionWS, normalWS, viewDir, positionSS) | |
| #endif | |
| #else | |
| #define SAMPLE_GI(staticLmName, shName, normalWSName) SampleSHPixel(shName, normalWSName) | |
| #endif | |
| // META CHANGE START: Rotate box projected reflection probes by this matrix for VR | |
| half4x4 _ProbeReorientation; | |
| // META CHANGE END | |
| half3 BoxProjectedCubemapDirection(half3 reflectionWS, float3 positionWS, float4 cubemapPositionWS, float4 boxMin, float4 boxMax) | |
| { | |
| // Is this probe using box projection? | |
| // META CHANGE START: Added branch hint and probe reorientation for VR reflection probes | |
| [branch] | |
| if (cubemapPositionWS.w > 0.0f) | |
| { | |
| // Apply rotation to direction vector | |
| reflectionWS = mul((half3x3)_ProbeReorientation, reflectionWS); | |
| float3 boxMinMax = (reflectionWS > 0.0h) ? boxMax.xyz : boxMin.xyz; | |
| // Make everything box-relative | |
| positionWS -= cubemapPositionWS.xyz; | |
| boxMinMax -= cubemapPositionWS.xyz; | |
| half3 positionWSH = mul((half3x3)_ProbeReorientation, (half3)positionWS); | |
| // Ray box intersection | |
| half3 rbMinMax = ((half3)boxMinMax - positionWSH) / reflectionWS; | |
| half fa = half(min(min(rbMinMax.x, rbMinMax.y), rbMinMax.z)); | |
| half3 result = positionWSH + reflectionWS * fa; | |
| return result; | |
| } | |
| // META CHANGE END | |
| else | |
| { | |
| return reflectionWS; | |
| } | |
| } | |
| float CalculateProbeWeight(float3 positionWS, float4 probeBoxMin, float4 probeBoxMax) | |
| { | |
| float blendDistance = probeBoxMax.w; | |
| float3 weightDir = min(positionWS - probeBoxMin.xyz, probeBoxMax.xyz - positionWS) / blendDistance; | |
| return saturate(min(weightDir.x, min(weightDir.y, weightDir.z))); | |
| } | |
| half CalculateProbeVolumeSqrMagnitude(float4 probeBoxMin, float4 probeBoxMax) | |
| { | |
| half3 maxToMin = half3(probeBoxMax.xyz - probeBoxMin.xyz); | |
| return dot(maxToMin, maxToMin); | |
| } | |
| half3 CalculateIrradianceFromReflectionProbes(half3 reflectVector, float3 positionWS, half perceptualRoughness, float2 normalizedScreenSpaceUV) | |
| { | |
| half3 irradiance = half3(0.0h, 0.0h, 0.0h); | |
| half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness); | |
| // META CHANGE START: Added _REFLECTION_PROBE_ATLAS check for VR performance - skip atlas code when not used | |
| #if USE_FORWARD_PLUS && defined(_REFLECTION_PROBE_ATLAS) | |
| // META CHANGE END | |
| float totalWeight = 0.0f; | |
| uint probeIndex; | |
| ClusterIterator it = ClusterInit(normalizedScreenSpaceUV, positionWS, 1); | |
| [loop] while (ClusterNext(it, probeIndex) && totalWeight < 0.99f) | |
| { | |
| probeIndex -= URP_FP_PROBES_BEGIN; | |
| float weight = CalculateProbeWeight(positionWS, urp_ReflProbes_BoxMin[probeIndex], urp_ReflProbes_BoxMax[probeIndex]); | |
| weight = min(weight, 1.0f - totalWeight); | |
| half3 sampleVector = reflectVector; | |
| #ifdef _REFLECTION_PROBE_BOX_PROJECTION | |
| sampleVector = BoxProjectedCubemapDirection(reflectVector, positionWS, urp_ReflProbes_ProbePosition[probeIndex], urp_ReflProbes_BoxMin[probeIndex], urp_ReflProbes_BoxMax[probeIndex]); | |
| #endif // _REFLECTION_PROBE_BOX_PROJECTION | |
| uint maxMip = (uint)abs(urp_ReflProbes_ProbePosition[probeIndex].w) - 1; | |
| half probeMip = min(mip, maxMip); | |
| float2 uv = saturate(PackNormalOctQuadEncode(sampleVector) * 0.5 + 0.5); | |
| float mip0 = floor(probeMip); | |
| float mip1 = mip0 + 1; | |
| float mipBlend = probeMip - mip0; | |
| float4 scaleOffset0 = urp_ReflProbes_MipScaleOffset[probeIndex * 7 + (uint)mip0]; | |
| float4 scaleOffset1 = urp_ReflProbes_MipScaleOffset[probeIndex * 7 + (uint)mip1]; | |
| half3 irradiance0 = half4(SAMPLE_TEXTURE2D_LOD(urp_ReflProbes_Atlas, sampler_LinearClamp, uv * scaleOffset0.xy + scaleOffset0.zw, 0.0)).rgb; | |
| half3 irradiance1 = half4(SAMPLE_TEXTURE2D_LOD(urp_ReflProbes_Atlas, sampler_LinearClamp, uv * scaleOffset1.xy + scaleOffset1.zw, 0.0)).rgb; | |
| irradiance += weight * lerp(irradiance0, irradiance1, mipBlend); | |
| totalWeight += weight; | |
| } | |
| #else | |
| half probe0Volume = CalculateProbeVolumeSqrMagnitude(unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); | |
| half probe1Volume = CalculateProbeVolumeSqrMagnitude(unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax); | |
| half volumeDiff = probe0Volume - probe1Volume; | |
| float importanceSign = unity_SpecCube1_BoxMin.w; | |
| // A probe is dominant if its importance is higher | |
| // Or have equal importance but smaller volume | |
| bool probe0Dominant = importanceSign > 0.0f || (importanceSign == 0.0f && volumeDiff < -0.0001h); | |
| bool probe1Dominant = importanceSign < 0.0f || (importanceSign == 0.0f && volumeDiff > 0.0001h); | |
| float desiredWeightProbe0 = CalculateProbeWeight(positionWS, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); | |
| float desiredWeightProbe1 = CalculateProbeWeight(positionWS, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax); | |
| // Subject the probes weight if the other probe is dominant | |
| float weightProbe0 = probe1Dominant ? min(desiredWeightProbe0, 1.0f - desiredWeightProbe1) : desiredWeightProbe0; | |
| float weightProbe1 = probe0Dominant ? min(desiredWeightProbe1, 1.0f - desiredWeightProbe0) : desiredWeightProbe1; | |
| float totalWeight = weightProbe0 + weightProbe1; | |
| // If either probe 0 or probe 1 is dominant the sum of weights is guaranteed to be 1. | |
| // If neither is dominant this is not guaranteed - only normalize weights if totalweight exceeds 1. | |
| weightProbe0 /= max(totalWeight, 1.0f); | |
| weightProbe1 /= max(totalWeight, 1.0f); | |
| // Sample the first reflection probe | |
| if (weightProbe0 > 0.01f) | |
| { | |
| half3 reflectVector0 = reflectVector; | |
| #ifdef _REFLECTION_PROBE_BOX_PROJECTION | |
| reflectVector0 = BoxProjectedCubemapDirection(reflectVector, positionWS, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); | |
| #endif // _REFLECTION_PROBE_BOX_PROJECTION | |
| half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector0, mip)); | |
| irradiance += weightProbe0 * DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR); | |
| } | |
| // Sample the second reflection probe | |
| if (weightProbe1 > 0.01f) | |
| { | |
| half3 reflectVector1 = reflectVector; | |
| #ifdef _REFLECTION_PROBE_BOX_PROJECTION | |
| reflectVector1 = BoxProjectedCubemapDirection(reflectVector, positionWS, unity_SpecCube1_ProbePosition, unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax); | |
| #endif // _REFLECTION_PROBE_BOX_PROJECTION | |
| half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube1, samplerunity_SpecCube1, reflectVector1, mip)); | |
| irradiance += weightProbe1 * DecodeHDREnvironment(encodedIrradiance, unity_SpecCube1_HDR); | |
| } | |
| #endif | |
| // Use any remaining weight to blend to environment reflection cube map | |
| if (totalWeight < 0.99f) | |
| { | |
| half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(_GlossyEnvironmentCubeMap, sampler_GlossyEnvironmentCubeMap, reflectVector, mip)); | |
| irradiance += (1.0f - totalWeight) * DecodeHDREnvironment(encodedIrradiance, _GlossyEnvironmentCubeMap_HDR); | |
| } | |
| return irradiance; | |
| } | |
| half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion, float2 normalizedScreenSpaceUV) | |
| { | |
| #if !defined(_ENVIRONMENTREFLECTIONS_OFF) | |
| half3 irradiance; | |
| #if defined(_REFLECTION_PROBE_BLENDING) | |
| irradiance = CalculateIrradianceFromReflectionProbes(reflectVector, positionWS, perceptualRoughness, normalizedScreenSpaceUV); | |
| #else | |
| #ifdef _REFLECTION_PROBE_BOX_PROJECTION | |
| reflectVector = BoxProjectedCubemapDirection(reflectVector, positionWS, unity_SpecCube0_ProbePosition, unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax); | |
| #endif // _REFLECTION_PROBE_BOX_PROJECTION | |
| half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness); | |
| half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector, mip)); | |
| irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR); | |
| #endif // _REFLECTION_PROBE_BLENDING | |
| return irradiance * occlusion; | |
| #else | |
| return _GlossyEnvironmentColor.rgb * occlusion; | |
| #endif // _ENVIRONMENTREFLECTIONS_OFF | |
| } | |
| #if !USE_FORWARD_PLUS | |
| half3 GlossyEnvironmentReflection(half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion) | |
| { | |
| return GlossyEnvironmentReflection(reflectVector, positionWS, perceptualRoughness, occlusion, float2(0.0f, 0.0f)); | |
| } | |
| #endif | |
| half3 GlossyEnvironmentReflection(half3 reflectVector, half perceptualRoughness, half occlusion) | |
| { | |
| #if !defined(_ENVIRONMENTREFLECTIONS_OFF) | |
| half3 irradiance; | |
| half mip = PerceptualRoughnessToMipmapLevel(perceptualRoughness); | |
| half4 encodedIrradiance = half4(SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflectVector, mip)); | |
| irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR); | |
| return irradiance * occlusion; | |
| #else | |
| return _GlossyEnvironmentColor.rgb * occlusion; | |
| #endif // _ENVIRONMENTREFLECTIONS_OFF | |
| } | |
| half3 SubtractDirectMainLightFromLightmap(Light mainLight, half3 normalWS, half3 bakedGI) | |
| { | |
| // Let's try to make realtime shadows work on a surface, which already contains | |
| // baked lighting and shadowing from the main sun light. | |
| // Summary: | |
| // 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow: | |
| // a) preserves other baked lights and light bounces | |
| // b) eliminates shadows on the geometry facing away from the light | |
| // 2) Clamp against user defined ShadowColor. | |
| // 3) Pick original lightmap value, if it is the darkest one. | |
| // 1) Gives good estimate of illumination as if light would've been shadowed during the bake. | |
| // We only subtract the main direction light. This is accounted in the contribution term below. | |
| half shadowStrength = GetMainLightShadowStrength(); | |
| half contributionTerm = saturate(dot(mainLight.direction, normalWS)); | |
| half3 lambert = mainLight.color * contributionTerm; | |
| half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - mainLight.shadowAttenuation); | |
| half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow; | |
| // 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark. | |
| half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz); | |
| realtimeShadow = lerp(bakedGI, realtimeShadow, shadowStrength); | |
| // 3) Pick darkest color | |
| return min(bakedGI, realtimeShadow); | |
| } | |
| half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, | |
| half3 bakedGI, half occlusion, float3 positionWS, | |
| half3 normalWS, half3 viewDirectionWS, float2 normalizedScreenSpaceUV) | |
| { | |
| half3 reflectVector = reflect(-viewDirectionWS, normalWS); | |
| half NoV = saturate(dot(normalWS, viewDirectionWS)); | |
| half fresnelTerm = Pow4(1.0 - NoV); | |
| half3 indirectDiffuse = bakedGI; | |
| half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, positionWS, brdfData.perceptualRoughness, 1.0h, normalizedScreenSpaceUV); | |
| // META CHANGE: Added NoV parameter to EnvironmentBRDF for improved BRDF approximation | |
| half3 color = EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm, NoV); | |
| if (IsOnlyAOLightingFeatureEnabled()) | |
| { | |
| color = half3(1,1,1); // "Base white" for AO debug lighting mode | |
| } | |
| #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) | |
| half3 coatIndirectSpecular = GlossyEnvironmentReflection(reflectVector, positionWS, brdfDataClearCoat.perceptualRoughness, 1.0h, normalizedScreenSpaceUV); | |
| // TODO: "grazing term" causes problems on full roughness | |
| // META CHANGE: Added NoV parameter to EnvironmentBRDFClearCoat | |
| half3 coatColor = EnvironmentBRDFClearCoat(brdfDataClearCoat, clearCoatMask, coatIndirectSpecular, fresnelTerm, NoV); | |
| // Blend with base layer using khronos glTF recommended way using NoV | |
| // Smooth surface & "ambiguous" lighting | |
| // NOTE: fresnelTerm (above) is pow4 instead of pow5, but should be ok as blend weight. | |
| half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * fresnelTerm; | |
| return (color * (1.0 - coatFresnel * clearCoatMask) + coatColor) * occlusion; | |
| #else | |
| return color * occlusion; | |
| #endif | |
| } | |
| #if !USE_FORWARD_PLUS | |
| half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, | |
| half3 bakedGI, half occlusion, float3 positionWS, | |
| half3 normalWS, half3 viewDirectionWS) | |
| { | |
| return GlobalIllumination(brdfData, brdfDataClearCoat, clearCoatMask, bakedGI, occlusion, positionWS, normalWS, viewDirectionWS, float2(0.0f, 0.0f)); | |
| } | |
| #endif | |
| // Backwards compatiblity | |
| half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half occlusion, float3 positionWS, half3 normalWS, half3 viewDirectionWS) | |
| { | |
| const BRDFData noClearCoat = (BRDFData)0; | |
| return GlobalIllumination(brdfData, noClearCoat, 0.0, bakedGI, occlusion, positionWS, normalWS, viewDirectionWS, 0); | |
| } | |
| half3 GlobalIllumination(BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, | |
| half3 bakedGI, half occlusion, | |
| half3 normalWS, half3 viewDirectionWS) | |
| { | |
| half3 reflectVector = reflect(-viewDirectionWS, normalWS); | |
| half NoV = saturate(dot(normalWS, viewDirectionWS)); | |
| half fresnelTerm = Pow4(1.0 - NoV); | |
| half3 indirectDiffuse = bakedGI; | |
| half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, half(1.0)); | |
| // META CHANGE: Added NoV parameter to EnvironmentBRDF for improved BRDF approximation | |
| half3 color = EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm, NoV); | |
| #if defined(_CLEARCOAT) || defined(_CLEARCOATMAP) | |
| half3 coatIndirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfDataClearCoat.perceptualRoughness, half(1.0)); | |
| // TODO: "grazing term" causes problems on full roughness | |
| // META CHANGE: Added NoV parameter to EnvironmentBRDFClearCoat | |
| half3 coatColor = EnvironmentBRDFClearCoat(brdfDataClearCoat, clearCoatMask, coatIndirectSpecular, fresnelTerm, NoV); | |
| // Blend with base layer using khronos glTF recommended way using NoV | |
| // Smooth surface & "ambiguous" lighting | |
| // NOTE: fresnelTerm (above) is pow4 instead of pow5, but should be ok as blend weight. | |
| half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * fresnelTerm; | |
| return (color * (1.0 - coatFresnel * clearCoatMask) + coatColor) * occlusion; | |
| #else | |
| return color * occlusion; | |
| #endif | |
| } | |
| half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS) | |
| { | |
| const BRDFData noClearCoat = (BRDFData)0; | |
| return GlobalIllumination(brdfData, noClearCoat, 0.0, bakedGI, occlusion, normalWS, viewDirectionWS); | |
| } | |
| void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI) | |
| { | |
| #if defined(LIGHTMAP_ON) && defined(_MIXED_LIGHTING_SUBTRACTIVE) | |
| bakedGI = SubtractDirectMainLightFromLightmap(light, normalWS, bakedGI); | |
| #endif | |
| } | |
| // Backwards compatibility | |
| void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask) | |
| { | |
| MixRealtimeAndBakedGI(light, normalWS, bakedGI); | |
| } | |
| void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, AmbientOcclusionFactor aoFactor) | |
| { | |
| if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION)) | |
| { | |
| bakedGI *= aoFactor.indirectAmbientOcclusion; | |
| } | |
| MixRealtimeAndBakedGI(light, normalWS, bakedGI); | |
| } | |
| #endif | |