Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Utils /Deferred.hlsl
| #ifndef UNIVERSAL_DEFERRED_INCLUDED | |
| #define UNIVERSAL_DEFERRED_INCLUDED | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" | |
| // This structure is used in StructuredBuffer. | |
| // TODO move some of the properties to half storage (color, attenuation, spotDirection, flag to 16bits, occlusionProbeInfo) | |
| struct PunctualLightData | |
| { | |
| float3 posWS; | |
| float radius2; // squared radius | |
| float4 color; | |
| float4 attenuation; // .xy are used by DistanceAttenuation - .zw are used by AngleAttenuation (for SpotLights) | |
| float3 spotDirection; // spotLights support | |
| int flags; // Light flags (enum kLightFlags and LightFlag in C# code) | |
| float4 occlusionProbeInfo; | |
| uint layerMask; // Optional light layer mask | |
| }; | |
| Light UnityLightFromPunctualLightDataAndWorldSpacePosition(PunctualLightData punctualLightData, float3 positionWS, half4 shadowMask, int shadowLightIndex, bool materialFlagReceiveShadowsOff) | |
| { | |
| // Keep in sync with GetAdditionalPerObjectLight in Lighting.hlsl | |
| half4 probesOcclusion = shadowMask; | |
| Light light; | |
| float3 lightVector = punctualLightData.posWS - positionWS.xyz; | |
| float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN); | |
| half3 lightDirection = half3(lightVector * rsqrt(distanceSqr)); | |
| // full-float precision required on some platforms | |
| float attenuation = DistanceAttenuation(distanceSqr, punctualLightData.attenuation.xy) * AngleAttenuation(punctualLightData.spotDirection.xyz, lightDirection, punctualLightData.attenuation.zw); | |
| light.direction = lightDirection; | |
| light.color = punctualLightData.color.rgb; | |
| light.distanceAttenuation = attenuation; | |
| [branch] if (materialFlagReceiveShadowsOff) | |
| light.shadowAttenuation = 1.0; | |
| else | |
| { | |
| light.shadowAttenuation = AdditionalLightShadow(shadowLightIndex, positionWS, lightDirection, shadowMask, punctualLightData.occlusionProbeInfo); | |
| } | |
| light.layerMask = punctualLightData.layerMask; | |
| return light; | |
| } | |
| #endif | |