69 lines
2.3 KiB
HLSL
69 lines
2.3 KiB
HLSL
#ifndef AMBIENT_OCCLUSION_INCLUDED
|
|
#define AMBIENT_OCCLUSION_INCLUDED
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
|
|
|
|
// Ambient occlusion
|
|
TEXTURE2D_X(_ScreenSpaceOcclusionTexture);
|
|
|
|
// 2023.3 Deprecated. This is for backwards compatibility. Remove in the future.
|
|
#define sampler_ScreenSpaceOcclusionTexture sampler_LinearClamp
|
|
|
|
struct AmbientOcclusionFactor
|
|
{
|
|
half indirectAmbientOcclusion;
|
|
half directAmbientOcclusion;
|
|
};
|
|
|
|
half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV)
|
|
{
|
|
float2 uv = UnityStereoTransformScreenSpaceTex(normalizedScreenSpaceUV);
|
|
return half(SAMPLE_TEXTURE2D_X(_ScreenSpaceOcclusionTexture, sampler_LinearClamp, uv).x);
|
|
}
|
|
|
|
AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)
|
|
{
|
|
AmbientOcclusionFactor aoFactor;
|
|
#if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
float ssao = saturate(SampleAmbientOcclusion(normalizedScreenSpaceUV) + (1.0 - _AmbientOcclusionParam.x));
|
|
aoFactor.indirectAmbientOcclusion = ssao;
|
|
aoFactor.directAmbientOcclusion = lerp(half(1.0), ssao, _AmbientOcclusionParam.w);
|
|
#else
|
|
aoFactor.directAmbientOcclusion = half(1.0);
|
|
aoFactor.indirectAmbientOcclusion = half(1.0);
|
|
#endif
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
switch(_DebugLightingMode)
|
|
{
|
|
case DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS:
|
|
aoFactor.directAmbientOcclusion = 0.5;
|
|
aoFactor.indirectAmbientOcclusion = 0.5;
|
|
break;
|
|
|
|
case DEBUGLIGHTINGMODE_LIGHTING_WITH_NORMAL_MAPS:
|
|
aoFactor.directAmbientOcclusion *= 0.5;
|
|
aoFactor.indirectAmbientOcclusion *= 0.5;
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
return aoFactor;
|
|
}
|
|
|
|
AmbientOcclusionFactor CreateAmbientOcclusionFactor(float2 normalizedScreenSpaceUV, half occlusion)
|
|
{
|
|
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
|
|
|
|
aoFactor.indirectAmbientOcclusion = min(aoFactor.indirectAmbientOcclusion, occlusion);
|
|
return aoFactor;
|
|
}
|
|
|
|
AmbientOcclusionFactor CreateAmbientOcclusionFactor(InputData inputData, SurfaceData surfaceData)
|
|
{
|
|
return CreateAmbientOcclusionFactor(inputData.normalizedScreenSpaceUV, surfaceData.occlusion);
|
|
}
|
|
|
|
#endif
|