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- #ifndef CTI_TRANSLUCENT_LIGHTING_INCLUDED
- #define CTI_TRANSLUCENT_LIGHTING_INCLUDED
- #include "UnityShaderVariables.cginc"
- #include "UnityStandardConfig.cginc"
- #include "UnityLightingCommon.cginc"
- #include "UnityGlobalIllumination.cginc"
- //-------------------------------------------------------------------------------------
- // Compatibilty settings
- // Uncomment either "#define USEALLOY" or "#define USEUBER" to enable deferred lighting support for the given shader package.
- // Leave them commented in case you are using the Lux Foliage deferred lighting shader.
- // More infos in the docs.
- // #define USEALLOY
- // #define USEUBER
- //-------------------------------------------------------------------------------------
- // Default BRDF to use:
- #if !defined (UNITY_BRDF_PBS) // allow to explicitly override BRDF in custom shader
- // still add safe net for low shader models, otherwise we might end up with shaders failing to compile
- // the only exception is WebGL in 5.3 - it will be built with shader target 2.0 but we want it to get rid of constraints, as it is effectively desktop
- #if SHADER_TARGET < 30 && !UNITY_53_SPECIFIC_TARGET_WEBGL
- #define UNITY_BRDF_PBS BRDF3_Unity_PBS
- #elif UNITY_PBS_USE_BRDF3
- #define UNITY_BRDF_PBS BRDF3_Unity_PBS
- #elif UNITY_PBS_USE_BRDF2
- #define UNITY_BRDF_PBS BRDF2_Unity_PBS
- #elif UNITY_PBS_USE_BRDF1
- #define UNITY_BRDF_PBS BRDF1_Unity_PBS
- #elif defined(SHADER_TARGET_SURFACE_ANALYSIS)
- // we do preprocess pass during shader analysis and we dont actually care about brdf as we need only inputs/outputs
- #define UNITY_BRDF_PBS BRDF1_Unity_PBS
- #else
- #error something broke in auto-choosing BRDF
- #endif
- #endif
- //-------------------------------------------------------------------------------------
- // BRDF for lights extracted from *indirect* directional lightmaps (baked and realtime).
- // Baked directional lightmap with *direct* light uses UNITY_BRDF_PBS.
- // For better quality change to BRDF1_Unity_PBS.
- // No directional lightmaps in SM2.0.
- #if !defined(UNITY_BRDF_PBS_LIGHTMAP_INDIRECT)
- #define UNITY_BRDF_PBS_LIGHTMAP_INDIRECT BRDF2_Unity_PBS
- #endif
- #if !defined (UNITY_BRDF_GI)
- #define UNITY_BRDF_GI BRDF_Unity_Indirect
- #endif
- //-------------------------------------------------------------------------------------
- inline half3 BRDF_Unity_Indirect (half3 baseColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness, half3 normal, half3 viewDir, half occlusion, UnityGI gi)
- {
- half3 c = 0;
- #if defined(DIRLIGHTMAP_SEPARATE)
- gi.indirect.diffuse = 0;
- gi.indirect.specular = 0;
- #ifdef LIGHTMAP_ON
- c += UNITY_BRDF_PBS_LIGHTMAP_INDIRECT (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normal, viewDir, gi.light2, gi.indirect).rgb * occlusion;
- #endif
- #ifdef DYNAMICLIGHTMAP_ON
- c += UNITY_BRDF_PBS_LIGHTMAP_INDIRECT (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normal, viewDir, gi.light3, gi.indirect).rgb * occlusion;
- #endif
- #endif
- return c;
- }
- //-------------------------------------------------------------------------------------
- // little helpers for GI calculation
- #define UNITY_GLOSSY_ENV_FROM_SURFACE(x, s, data) \
- Unity_GlossyEnvironmentData g; \
- g.roughness = 1 - s.Smoothness; \
- g.reflUVW = reflect(-data.worldViewDir, s.Normal); \
- #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
- #define UNITY_GI(x, s, data) x = UnityGlobalIllumination (data, s.Occlusion, s.Normal);
- #else
- #define UNITY_GI(x, s, data) \
- UNITY_GLOSSY_ENV_FROM_SURFACE(g, s, data); \
- x = UnityGlobalIllumination (data, s.Occlusion, s.Normal, g);
- #endif
- //-------------------------------------------------------------------------------------
- // Surface shader output structure to be used with physically
- // based shading model.
- struct SurfaceOutputStandardTranslucent {
- fixed3 Albedo;
- fixed3 Normal;
- half3 Emission;
- half3 Specular;
- half Translucency;
- half ScatteringPower;
- half Smoothness;
- half Occlusion;
- fixed Alpha;
- };
- inline half4 LightingStandardTranslucent (SurfaceOutputStandardTranslucent s, half3 viewDir, UnityGI gi)
- {
- s.Normal = normalize(s.Normal);
- // energy conservation
- half oneMinusReflectivity;
- s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity);
- // shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
- // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha
- half outputAlpha;
- s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha);
- half4 c = UNITY_BRDF_PBS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
- c.rgb += UNITY_BRDF_GI (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi);
- c.a = outputAlpha;
- // Decrecated
- // Thin Layer Translucency
- /* // Only using dotNL gives us more lively lighting beyond the shadow distance.
- half backlight = saturate( dot(-s.Normal, gi.light.dir) + 0.2);
- half fresnel = (1.0 - backlight) * (1.0 - backlight);
- fresnel *= fresnel;
- //#if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
- c.rgb += s.Albedo * backlight * (1.0 - fresnel) * 4.0 * s.Translucency * gi.light.color;
- */
- half transPower = s.ScatteringPower * 10.0f;
- half3 transLightDir = gi.light.dir + s.Normal * 0.01;
- half transDot = dot( transLightDir, -viewDir );
- transDot = exp2(saturate(transDot) * transPower - transPower);
- half3 lightScattering = transDot * gi.light.color * (1.0 - saturate(dot(s.Normal, gi.light.dir)) );
- c.rgb += s.Albedo * 4.0 * s.Translucency * lightScattering;
- return c;
- }
- inline half4 LightingStandardTranslucent_Deferred (SurfaceOutputStandardTranslucent s, half3 viewDir, UnityGI gi, out half4 outDiffuseOcclusion, out half4 outSpecSmoothness, out half4 outNormal)
- {
-
- // energy conservation
- half oneMinusReflectivity;
- s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity);
- // For indirect lighting we simply use the built in BRDF
- half4 c = UNITY_BRDF_PBS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
- c.rgb += UNITY_BRDF_GI (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi);
- outDiffuseOcclusion = half4(s.Albedo, s.Occlusion);
-
- half4 emission;
- // Alloy Support
- #if defined (USEALLOY)
- outSpecSmoothness = half4(s.Specular, s.Smoothness);
- outNormal = half4(s.Normal * 0.5 + 0.5, 1);
- emission = half4(s.Emission + c.rgb, 1.0 - s.Translucency);
- // UBER Support
- #elif defined (USEUBER)
- //outDiffuseOcclusion = half4(half3(1,0,0), s.Occlusion);
- outSpecSmoothness = half4(s.Specular, s.Smoothness);
- float translucency = floor(saturate(s.Translucency) * 15) * (-128);
- outNormal = half4(s.Normal * 0.5 + 0.5, 1);
- emission = half4(s.Emission + c.rgb, translucency);
- // Lux Support
- #else
- outSpecSmoothness = half4(s.Specular.r, s.ScatteringPower, s.Translucency, s.Smoothness);
- s.Normal = normalize(s.Normal);
- // Mark as translucent
- outNormal = half4(s.Normal * 0.5 + 0.5, 0.66);
- emission = half4(s.Emission + c.rgb, 1);
- #endif
-
- return emission;
- }
- inline void LightingStandardTranslucent_GI (
- SurfaceOutputStandardTranslucent s,
- UnityGIInput data,
- inout UnityGI gi)
- {
- UNITY_GI(gi, s, data);
- }
- #endif
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