UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl
2024-10-27 10:53:47 +03:00

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HLSL

#ifndef UNIVERSAL_LIGHTING_INCLUDED
#define UNIVERSAL_LIGHTING_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/BRDF.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#if defined(LIGHTMAP_ON)
#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) float2 lmName : TEXCOORD##index
#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT) OUT.xy = lightmapUV.xy * lightmapScaleOffset.xy + lightmapScaleOffset.zw;
#define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION)
#define OUTPUT_SH(normalWS, OUT)
#else
#define DECLARE_LIGHTMAP_OR_SH(lmName, shName, index) half3 shName : TEXCOORD##index
#define OUTPUT_LIGHTMAP_UV(lightmapUV, lightmapScaleOffset, OUT)
#ifdef USE_APV_PROBE_OCCLUSION
#define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) OUT.xyz = SampleProbeSHVertex(absolutePositionWS, normalWS, viewDir, OUT_OCCLUSION)
#else
#define OUTPUT_SH4(absolutePositionWS, normalWS, viewDir, OUT, OUT_OCCLUSION) OUT.xyz = SampleProbeSHVertex(absolutePositionWS, normalWS, viewDir)
#endif
// Note: This is the legacy function, which does not support APV.
// Kept to avoid breaking shaders still calling it (UUM-37723)
#define OUTPUT_SH(normalWS, OUT) OUT.xyz = SampleSHVertex(normalWS)
#endif
///////////////////////////////////////////////////////////////////////////////
// Lighting Functions //
///////////////////////////////////////////////////////////////////////////////
half3 LightingLambert(half3 lightColor, half3 lightDir, half3 normal)
{
half NdotL = saturate(dot(normal, lightDir));
return lightColor * NdotL;
}
half3 LightingSpecular(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness)
{
float3 halfVec = SafeNormalize(float3(lightDir) + float3(viewDir));
half NdotH = half(saturate(dot(normal, halfVec)));
half modifier = pow(float(NdotH), float(smoothness)); // Half produces banding, need full precision
// NOTE: In order to fix internal compiler error on mobile platforms, this needs to be float3
float3 specularReflection = specular.rgb * modifier;
return lightColor * specularReflection;
}
half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat,
half3 lightColor, half3 lightDirectionWS, float lightAttenuation,
half3 normalWS, half3 viewDirectionWS,
half clearCoatMask, bool specularHighlightsOff)
{
half NdotL = saturate(dot(normalWS, lightDirectionWS));
half3 radiance = lightColor * (lightAttenuation * NdotL);
half3 brdf = brdfData.diffuse;
#ifndef _SPECULARHIGHLIGHTS_OFF
[branch] if (!specularHighlightsOff)
{
brdf += brdfData.specular * DirectBRDFSpecular(brdfData, normalWS, lightDirectionWS, viewDirectionWS);
#if defined(_CLEARCOAT) || defined(_CLEARCOATMAP)
// Clear coat evaluates the specular a second timw and has some common terms with the base specular.
// We rely on the compiler to merge these and compute them only once.
half brdfCoat = kDielectricSpec.r * DirectBRDFSpecular(brdfDataClearCoat, normalWS, lightDirectionWS, viewDirectionWS);
// Mix clear coat and base layer using khronos glTF recommended formula
// https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md
// Use NoV for direct too instead of LoH as an optimization (NoV is light invariant).
half NoV = saturate(dot(normalWS, viewDirectionWS));
// Use slightly simpler fresnelTerm (Pow4 vs Pow5) as a small optimization.
// It is matching fresnel used in the GI/Env, so should produce a consistent clear coat blend (env vs. direct)
half coatFresnel = kDielectricSpec.x + kDielectricSpec.a * Pow4(1.0 - NoV);
brdf = brdf * (1.0 - clearCoatMask * coatFresnel) + brdfCoat * clearCoatMask;
#endif // _CLEARCOAT
}
#endif // _SPECULARHIGHLIGHTS_OFF
return brdf * radiance;
}
half3 LightingPhysicallyBased(BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff)
{
return LightingPhysicallyBased(brdfData, brdfDataClearCoat, light.color, light.direction, light.distanceAttenuation * light.shadowAttenuation, normalWS, viewDirectionWS, clearCoatMask, specularHighlightsOff);
}
// Backwards compatibility
half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS)
{
#ifdef _SPECULARHIGHLIGHTS_OFF
bool specularHighlightsOff = true;
#else
bool specularHighlightsOff = false;
#endif
const BRDFData noClearCoat = (BRDFData)0;
return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff);
}
half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS)
{
Light light;
light.color = lightColor;
light.direction = lightDirectionWS;
light.distanceAttenuation = lightAttenuation;
light.shadowAttenuation = 1;
return LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS);
}
half3 LightingPhysicallyBased(BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff)
{
const BRDFData noClearCoat = (BRDFData)0;
return LightingPhysicallyBased(brdfData, noClearCoat, light, normalWS, viewDirectionWS, 0.0, specularHighlightsOff);
}
half3 LightingPhysicallyBased(BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff)
{
Light light;
light.color = lightColor;
light.direction = lightDirectionWS;
light.distanceAttenuation = lightAttenuation;
light.shadowAttenuation = 1;
return LightingPhysicallyBased(brdfData, light, viewDirectionWS, specularHighlightsOff, specularHighlightsOff);
}
half3 VertexLighting(float3 positionWS, half3 normalWS)
{
half3 vertexLightColor = half3(0.0, 0.0, 0.0);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
uint lightsCount = GetAdditionalLightsCount();
uint meshRenderingLayers = GetMeshRenderingLayer();
LIGHT_LOOP_BEGIN(lightsCount)
Light light = GetAdditionalLight(lightIndex, positionWS);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
half3 lightColor = light.color * light.distanceAttenuation;
vertexLightColor += LightingLambert(lightColor, light.direction, normalWS);
}
LIGHT_LOOP_END
#endif
return vertexLightColor;
}
struct LightingData
{
half3 giColor;
half3 mainLightColor;
half3 additionalLightsColor;
half3 vertexLightingColor;
half3 emissionColor;
};
half3 CalculateLightingColor(LightingData lightingData, half3 albedo)
{
half3 lightingColor = 0;
if (IsOnlyAOLightingFeatureEnabled())
{
return lightingData.giColor; // Contains white + AO
}
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_GLOBAL_ILLUMINATION))
{
lightingColor += lightingData.giColor;
}
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_MAIN_LIGHT))
{
lightingColor += lightingData.mainLightColor;
}
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS))
{
lightingColor += lightingData.additionalLightsColor;
}
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_VERTEX_LIGHTING))
{
lightingColor += lightingData.vertexLightingColor;
}
lightingColor *= albedo;
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_EMISSION))
{
lightingColor += lightingData.emissionColor;
}
return lightingColor;
}
half4 CalculateFinalColor(LightingData lightingData, half alpha)
{
half3 finalColor = CalculateLightingColor(lightingData, 1);
return half4(finalColor, alpha);
}
half4 CalculateFinalColor(LightingData lightingData, half3 albedo, half alpha, float fogCoord)
{
#if defined(_FOG_FRAGMENT)
#if (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2))
float viewZ = -fogCoord;
float nearToFarZ = max(viewZ - _ProjectionParams.y, 0);
half fogFactor = ComputeFogFactorZ0ToFar(nearToFarZ);
#else
half fogFactor = 0;
#endif
#else
half fogFactor = fogCoord;
#endif
half3 lightingColor = CalculateLightingColor(lightingData, albedo);
half3 finalColor = MixFog(lightingColor, fogFactor);
return half4(finalColor, alpha);
}
LightingData CreateLightingData(InputData inputData, SurfaceData surfaceData)
{
LightingData lightingData;
lightingData.giColor = inputData.bakedGI;
lightingData.emissionColor = surfaceData.emission;
lightingData.vertexLightingColor = 0;
lightingData.mainLightColor = 0;
lightingData.additionalLightsColor = 0;
return lightingData;
}
half3 CalculateBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData)
{
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
half3 lightDiffuseColor = LightingLambert(attenuatedLightColor, light.direction, inputData.normalWS);
half3 lightSpecularColor = half3(0,0,0);
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
half smoothness = exp2(10 * surfaceData.smoothness + 1);
lightSpecularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness);
#endif
#if _ALPHAPREMULTIPLY_ON
return lightDiffuseColor * surfaceData.albedo * surfaceData.alpha + lightSpecularColor;
#else
return lightDiffuseColor * surfaceData.albedo + lightSpecularColor;
#endif
}
///////////////////////////////////////////////////////////////////////////////
// Fragment Functions //
// Used by ShaderGraph and others builtin renderers //
///////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// PBR lighting...
////////////////////////////////////////////////////////////////////////////////
half4 UniversalFragmentPBR(InputData inputData, SurfaceData surfaceData)
{
#if defined(_SPECULARHIGHLIGHTS_OFF)
bool specularHighlightsOff = true;
#else
bool specularHighlightsOff = false;
#endif
BRDFData brdfData;
// NOTE: can modify "surfaceData"...
InitializeBRDFData(surfaceData, brdfData);
#if defined(DEBUG_DISPLAY)
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, brdfData, debugColor))
{
return debugColor;
}
#endif
// Clear-coat calculation...
BRDFData brdfDataClearCoat = CreateClearCoatBRDFData(surfaceData, brdfData);
half4 shadowMask = CalculateShadowMask(inputData);
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
uint meshRenderingLayers = GetMeshRenderingLayer();
Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
// NOTE: We don't apply AO to the GI here because it's done in the lighting calculation below...
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI);
LightingData lightingData = CreateLightingData(inputData, surfaceData);
lightingData.giColor = GlobalIllumination(brdfData, brdfDataClearCoat, surfaceData.clearCoatMask,
inputData.bakedGI, aoFactor.indirectAmbientOcclusion, inputData.positionWS,
inputData.normalWS, inputData.viewDirectionWS, inputData.normalizedScreenSpaceUV);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
{
lightingData.mainLightColor = LightingPhysicallyBased(brdfData, brdfDataClearCoat,
mainLight,
inputData.normalWS, inputData.viewDirectionWS,
surfaceData.clearCoatMask, specularHighlightsOff);
}
#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
inputData.normalWS, inputData.viewDirectionWS,
surfaceData.clearCoatMask, specularHighlightsOff);
}
}
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += LightingPhysicallyBased(brdfData, brdfDataClearCoat, light,
inputData.normalWS, inputData.viewDirectionWS,
surfaceData.clearCoatMask, specularHighlightsOff);
}
LIGHT_LOOP_END
#endif
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
lightingData.vertexLightingColor += inputData.vertexLighting * brdfData.diffuse;
#endif
#if REAL_IS_HALF
// Clamp any half.inf+ to HALF_MAX
return min(CalculateFinalColor(lightingData, surfaceData.alpha), HALF_MAX);
#else
return CalculateFinalColor(lightingData, surfaceData.alpha);
#endif
}
// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments...
half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
half smoothness, half occlusion, half3 emission, half alpha)
{
SurfaceData surfaceData;
surfaceData.albedo = albedo;
surfaceData.specular = specular;
surfaceData.metallic = metallic;
surfaceData.smoothness = smoothness;
surfaceData.normalTS = half3(0, 0, 1);
surfaceData.emission = emission;
surfaceData.occlusion = occlusion;
surfaceData.alpha = alpha;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
return UniversalFragmentPBR(inputData, surfaceData);
}
////////////////////////////////////////////////////////////////////////////////
/// Phong lighting...
////////////////////////////////////////////////////////////////////////////////
half4 UniversalFragmentBlinnPhong(InputData inputData, SurfaceData surfaceData)
{
#if defined(DEBUG_DISPLAY)
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
{
return debugColor;
}
#endif
uint meshRenderingLayers = GetMeshRenderingLayer();
half4 shadowMask = CalculateShadowMask(inputData);
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
inputData.bakedGI *= surfaceData.albedo;
LightingData lightingData = CreateLightingData(inputData, surfaceData);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
#endif
{
lightingData.mainLightColor += CalculateBlinnPhong(mainLight, inputData, surfaceData);
}
#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
}
}
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
}
LIGHT_LOOP_END
#endif
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
#endif
return CalculateFinalColor(lightingData, surfaceData.alpha);
}
// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments...
half4 UniversalFragmentBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS)
{
SurfaceData surfaceData;
surfaceData.albedo = diffuse;
surfaceData.alpha = alpha;
surfaceData.emission = emission;
surfaceData.metallic = 0;
surfaceData.occlusion = 1;
surfaceData.smoothness = smoothness;
surfaceData.specular = specularGloss.rgb;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
surfaceData.normalTS = normalTS;
return UniversalFragmentBlinnPhong(inputData, surfaceData);
}
////////////////////////////////////////////////////////////////////////////////
/// Unlit
////////////////////////////////////////////////////////////////////////////////
half4 UniversalFragmentBakedLit(InputData inputData, SurfaceData surfaceData)
{
#if defined(DEBUG_DISPLAY)
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
{
return debugColor;
}
#endif
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
LightingData lightingData = CreateLightingData(inputData, surfaceData);
if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION))
{
lightingData.giColor *= aoFactor.indirectAmbientOcclusion;
}
return CalculateFinalColor(lightingData, surfaceData.albedo, surfaceData.alpha, inputData.fogCoord);
}
// Deprecated: Use the version which takes "SurfaceData" instead of passing all of these arguments...
half4 UniversalFragmentBakedLit(InputData inputData, half3 color, half alpha, half3 normalTS)
{
SurfaceData surfaceData;
surfaceData.albedo = color;
surfaceData.alpha = alpha;
surfaceData.emission = half3(0, 0, 0);
surfaceData.metallic = 0;
surfaceData.occlusion = 1;
surfaceData.smoothness = 1;
surfaceData.specular = half3(0, 0, 0);
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
surfaceData.normalTS = normalTS;
return UniversalFragmentBakedLit(inputData, surfaceData);
}
#endif