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MochieStandardSSS.cginc
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MochieStandardSSS.cginc
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#ifndef MOCHIE_STANDARD_SSS_INCLUDED
#define MOCHIE_STANDARD_SSS_INCLUDED
/*
* MIT License
*
* Copyright (c) 2020 MochiesCode
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
* deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE
* SOFTWARE.
*/
float3 GetSubsurfaceLight(
float3 lightColor, float3 lightDirection, float3 normalDirection, float3 viewDirection,
float attenuation, float3 thickness, float3 indirectLight, float3 subsurfaceColor
){
float3 vLTLight = lightDirection + normalDirection * _ScatterDist; // Distortion
float3 fLTDot = pow(saturate(dot(viewDirection, -vLTLight)), _ScatterPow) * _ScatterIntensity * 1.0/UNITY_PI;
return lerp(1, attenuation, float(any(_WorldSpaceLightPos0.xyz)))
* (fLTDot + _ScatterAmbient) * thickness
* (lightColor + indirectLight) * subsurfaceColor;
}
float3 GeneralWrapSH(float fA){
// Normalization factor for our model.
float norm = 0.5 * (2 + fA) / (1 + fA);
float4 t = float4(2 * (fA + 1), fA + 2, fA + 3, fA + 4);
return norm * float3(t.x / t.y, 2 * t.x / (t.y * t.z),
t.x * (fA * fA - t.x + 5) / (t.y * t.z * t.w));
}
float3 ShadeSH9_wrappedCorrect(float3 normal, float3 conv){
const float3 cosconv_inv = float3(1, 1.5, 4); // Inverse of the pre-applied cosine convolution
float3 x0, x1, x2;
conv *= cosconv_inv; // Undo pre-applied cosine convolution
//conv *= _Bands.xyz; // debugging
// Constant (L0)
x0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
// Remove the constant part from L2 and add it back with correct convolution
float3 otherband = float3(unity_SHBr.z, unity_SHBg.z, unity_SHBb.z) / 3.0;
x0 = (x0 + otherband) * conv.x - otherband * conv.z;
// Linear (L1) polynomial terms
x1.r = (dot(unity_SHAr.xyz, normal));
x1.g = (dot(unity_SHAg.xyz, normal));
x1.b = (dot(unity_SHAb.xyz, normal));
// 4 of the quadratic (L2) polynomials
float4 vB = normal.xyzz * normal.yzzx;
x2.r = dot(unity_SHBr, vB);
x2.g = dot(unity_SHBg, vB);
x2.b = dot(unity_SHBb, vB);
// Final (5th) quadratic (L2) polynomial
float vC = normal.x * normal.x - normal.y * normal.y;
x2 += unity_SHC.rgb * vC;
return x0 + x1 * conv.y + x2 * conv.z;
}
#endif // UNITY_STANDARD_SSS_INCLUDED