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