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pbr.cginc
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pbr.cginc
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#include "atrix256.cginc"
#include "globals.cginc"
#include "ltcgi.cginc"
#include "filament_math.cginc"
#include "globals.cginc"
#include "interpolators.cginc"
#include "MochieStandardBRDF.cginc"
#include "poi.cginc"
#include "tone.cginc"
#ifndef __PBR_INC
#define __PBR_INC
UNITY_DECLARE_TEXCUBE(_Cubemap);
half4 _Cubemap_HDR;
float _Cubemap_Limit_To_Metallic;
float getShadowAttenuation(v2f i)
{
float attenuation;
// This whole block is yoinked from AutoLight.cginc. I needed a way to
// control shadow strength so I had to duplicate the code.
#if defined(DIRECTIONAL_COOKIE)
DECLARE_LIGHT_COORD(i, i.worldPos);
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
attenuation = tex2D(_LightTexture0, lightCoord).w;
#elif defined(POINT_COOKIE)
DECLARE_LIGHT_COORD(i, i.worldPos);
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
attenuation = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r *
texCUBE(_LightTexture0, lightCoord).w;
#elif defined(DIRECTIONAL)
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
attenuation = 1;
#elif defined(SPOT)
DECLARE_LIGHT_COORD(i, i.worldPos);
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
attenuation = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
#elif defined(POINT)
unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(i.worldPos, 1)).xyz;
float shadow = UNITY_SHADOW_ATTENUATION(i, i.worldPos);
attenuation = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
#else
float shadow = 1;
attenuation = 1;
#endif
attenuation *= lerp(1, shadow, _Shadow_Strength);
return attenuation;
}
float3 getDirectLightDirection(v2f i) {
#if defined(POINT) || defined(POINT_COOKIE) || defined(SPOT)
return normalize((_WorldSpaceLightPos0 - i.worldPos).xyz);
#else
return _WorldSpaceLightPos0;
#endif
}
float3 getDirectLightColor()
{
return _LightColor0.rgb;
}
float GetRoughness(float smoothness) {
float r = 1 - smoothness;
r *= 1.7 - 0.7 * r;
return r;
}
float3 BoxProjection (
float3 direction, float3 position,
float4 cubemapPosition, float3 boxMin, float3 boxMax
) {
#if UNITY_SPECCUBE_BOX_PROJECTION
UNITY_BRANCH
if (cubemapPosition.w > 0) {
float3 factors =
((direction > 0 ? boxMax : boxMin) - position) / direction;
float scalar = min(min(factors.x, factors.y), factors.z);
direction = direction * scalar + (position - cubemapPosition);
}
#endif
return direction;
}
float4 getIndirectDiffuse(v2f i, float4 vertexLightColor) {
float4 diffuse = vertexLightColor;
#if defined(FORWARD_BASE_PASS)
#if defined(LIGHTMAP_ON)
diffuse.xyz = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv2));
#else
diffuse.xyz += max(0, BetterSH9(float4(0, 0, 0, 1)));
#endif
#endif
return diffuse;
}
float4 getIndirectDiffuse(v2f i, float4 vertexLightColor, float3 normal) {
float4 diffuse = vertexLightColor;
#if defined(FORWARD_BASE_PASS)
#if defined(LIGHTMAP_ON)
diffuse.xyz = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv2));
#else
if (_Mesh_Normals_Mode == 3) { // Toon
diffuse.xyz += max(0, BetterSH9(float4(0, 0, 0, 1)));
} else {
diffuse.xyz += max(0, BetterSH9(float4(normal, 1)));
}
#endif
#endif
return diffuse;
}
float3 getIndirectSpecular(v2f i, float3 view_dir, float3 normal,
float smoothness, float metallic, float3 worldPos, float2 uv) {
float3 specular = 0;
#if defined(FORWARD_BASE_PASS)
float3 reflect_dir = reflect(-view_dir, normal);
Unity_GlossyEnvironmentData env_data;
env_data.roughness = GetRoughness(smoothness);
env_data.reflUVW = BoxProjection(
reflect_dir, worldPos,
unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax
);
float3 probe0 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, env_data
);
specular = probe0;
if (unity_SpecCube0_BoxMin.w < 0.99999) {
env_data.reflUVW = BoxProjection(
reflect_dir, worldPos,
unity_SpecCube1_ProbePosition,
unity_SpecCube1_BoxMin.xyz, unity_SpecCube1_BoxMax.xyz);
float3 probe1 = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0),
unity_SpecCube1_HDR, env_data
);
specular = lerp(probe1, probe0, unity_SpecCube0_BoxMin.w);
}
#if defined(_CUBEMAP)
#if 0
float3 specular_tmp =
UNITY_SAMPLE_TEXCUBE_LOD(
_Cubemap,
reflect_dir,
roughness * UNITY_SPECCUBE_LOD_STEPS);
#else
env_data.reflUVW = BoxProjection(
reflect_dir, worldPos,
unity_SpecCube0_ProbePosition,
unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax
);
float3 specular_tmp = Unity_GlossyEnvironment(
UNITY_PASS_TEXCUBE(_Cubemap), _Cubemap_HDR, env_data);
#endif
if (_Cubemap_Limit_To_Metallic) {
specular = lerp(specular, specular_tmp, metallic);
} else {
specular = specular_tmp;
}
#endif // _CUBEMAP
// Lifted from poi toon shader (MIT).
float horizon = min(1 + dot(reflect_dir, normal), 1);
specular *= horizon * horizon;
#endif // FORWARD_BASE_PASS
return specular;
}
float4 getLitColor(
float4 vertexLightColor,
float4 albedo,
float3 worldPos,
float3 normal,
float metallic,
float smoothness,
float2 uv,
float ao,
// hack while i figure out view-dependent flickering in outlines
bool enable_direct,
float3 diffuse_contrib,
v2f i,
ToonerData tdata)
{
float3 specular_tint;
float one_minus_reflectivity;
albedo.rgb = DiffuseAndSpecularFromMetallic(
albedo, metallic, specular_tint, one_minus_reflectivity);
const float3 view_dir = normalize(_WorldSpaceCameraPos - worldPos);
uint normals_mode = round(_Mesh_Normals_Mode);
switch (normals_mode) {
case 0:
{
float3 flat_normal = normalize(
(1.0 / _Flatten_Mesh_Normals_Str) * normal +
_Flatten_Mesh_Normals_Str * view_dir);
normal = flat_normal;
}
break;
case 1:
{
float3 spherical_normal = normalize(UnityObjectToWorldNormal(normalize(i.objPos)));
normal = spherical_normal;
}
break;
default:
break;
}
UnityIndirect indirect_light;
vertexLightColor *= _Vertex_Lighting_Factor;
#if defined(LIGHTMAP_ON)
UNITY_LIGHT_ATTENUATION(shadow_attenuation, i, i.worldPos);
#else
float shadow_attenuation = getShadowAttenuation(i);
#endif
UnityLight direct_light;
direct_light.color = 0;
{
direct_light.dir = getDirectLightDirection(i);
direct_light.ndotl = DotClamped(normal, direct_light.dir);
//#define POI_LIGHTING
#if defined(POI_LIGHTING)
direct_light.color = getPoiLightingDirect(normal);
#else
direct_light.color = getDirectLightColor();
#endif
indirect_light.diffuse = getIndirectDiffuse(i, vertexLightColor, normal) + diffuse_contrib;
indirect_light.specular = getIndirectSpecular(i, view_dir, normal, smoothness,
metallic, worldPos, uv);
}
if (normals_mode == 0) {
float e = 0.8;
indirect_light.diffuse += direct_light.color * e;
direct_light.color *= (1 - e);
}
#if defined(_LTCGI)
ltcgi_acc acc = (ltcgi_acc) 0;
if (_LTCGI_Enabled_Dynamic) {
LTCGI_Contribution(
acc,
i.worldPos,
normal,
view_dir,
GetRoughness(smoothness),
0);
indirect_light.diffuse += acc.diffuse;
indirect_light.specular += acc.specular;
}
#endif
direct_light.color = RGBtoHSV(direct_light.color);
indirect_light.specular = RGBtoHSV(indirect_light.specular);
indirect_light.diffuse = RGBtoHSV(indirect_light.diffuse);
if (_Reflection_Probe_Saturation < 1.0) {
direct_light.color[1] *= _Reflection_Probe_Saturation;
indirect_light.specular[1] *= _Reflection_Probe_Saturation;
indirect_light.diffuse[1] *= _Reflection_Probe_Saturation;
}
float2 brightnesses = float2(
direct_light.color[2],
indirect_light.diffuse[2]);
// Do this to avoid division by 0. If both light sources are black,
// sum_brightness could be 0;
#if defined(_BRIGHTNESS_CLAMP)
//brightnesses = smooth_max(brightnesses, _Min_Brightness);
brightnesses = max(brightnesses, _Min_Brightness);
#endif
float sum_brightness = brightnesses[0] + brightnesses[1];
float2 brightness_proportions = brightnesses / sum_brightness;
#if defined(_BRIGHTNESS_CLAMP)
sum_brightness = smooth_clamp(sum_brightness, _Min_Brightness, _Max_Brightness);
//sum_brightness = clamp(sum_brightness, _Min_Brightness, _Max_Brightness);
#endif
direct_light.color[2] = sum_brightness * brightness_proportions[0];
indirect_light.diffuse[2] = sum_brightness * brightness_proportions[1];
#if defined(_PROXIMITY_DIMMING)
{
float cam_dist = length(i.centerCamPos - worldPos);
// Map onto [min, max]
cam_dist = clamp(cam_dist, _Proximity_Dimming_Min_Dist,
_Proximity_Dimming_Max_Dist);
// Map onto [0, max - min]
cam_dist -= _Proximity_Dimming_Min_Dist;
// Map onto [0, 1]
cam_dist /= _Proximity_Dimming_Max_Dist - _Proximity_Dimming_Min_Dist;
float dim_factor = lerp(_Proximity_Dimming_Factor, 1, cam_dist);
direct_light.color[2] *= dim_factor;
indirect_light.diffuse[2] *= dim_factor;
indirect_light.specular[2] *= dim_factor;
}
#endif
direct_light.color[2] *= _Lighting_Factor * _Direct_Lighting_Factor * enable_direct;
indirect_light.specular[2] *= _Lighting_Factor *
_Indirect_Specular_Lighting_Factor *
_Indirect_Specular_Lighting_Factor2;
indirect_light.diffuse[2] *= _Lighting_Factor * _Indirect_Diffuse_Lighting_Factor;
// Specular has to be clamped separately to avoid artifacting.
#if defined(_BRIGHTNESS_CLAMP)
indirect_light.specular[2] = smooth_clamp(indirect_light.specular[2], _Min_Brightness, _Max_Brightness);
#endif
direct_light.color = HSVtoRGB(direct_light.color);
indirect_light.specular = HSVtoRGB(indirect_light.specular);
indirect_light.diffuse = HSVtoRGB(indirect_light.diffuse);
// Apply AO
indirect_light.diffuse *= ao;
float3 direct_color = direct_light.color;
direct_light.color *= ao;
direct_light.color *= shadow_attenuation;
float2 screenUVs = 0;
float4 screenPos = 0;
#if SSR_ENABLED
float perspective_divide = rcp(i.pos.w+0.0000000001);
screenUVs = i.screenPos.xy * perspective_divide;
#if UNITY_SINGLE_PASS_STEREO || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED )
screenUVs.x *= 2;
#endif
screenPos = float4(i.screenPos, 0, i.pos.w);
#endif
#if 1
float reflection_strength = _ReflectionStrength;
#if defined(_REFLECTION_STRENGTH_TEX)
reflection_strength *= _ReflectionStrengthTex.SampleLevel(linear_repeat_s, i.uv0, 0);
#endif
#if defined(SSR_MASK)
float ssr_mask = _SSR_Mask.SampleLevel(linear_repeat_s, i.uv0, 0);
#else
float ssr_mask = 1;
#endif
float4 pbr = BRDF1_Mochie_PBS(
albedo,
specular_tint,
one_minus_reflectivity,
smoothness,
normal,
view_dir,
i.worldPos,
screenUVs,
screenPos,
metallic,
/*thickness=*/1,
/*ssColor=*/0,
shadow_attenuation,
i.uv2,
vertexLightColor,
direct_light,
indirect_light,
reflection_strength,
ssr_mask);
#else
float3 pbr = UNITY_BRDF_PBS(
albedo,
specular_tint,
one_minus_reflectivity,
smoothness,
normal,
view_dir,
direct_light,
indirect_light).xyz;
#endif
// TODO formalize with parameters
// Break up color banding by adding some dithering to shaded color.
float screen_dither = ign(tdata.screen_uv_round) * .00390625;
pbr += screen_dither;
#if defined(_CLEARCOAT)
// Direct lighting
// TODO add keywords to optimize away mask samples when not used
float cc_mask = 1;
#if defined(_CLEARCOAT_MASK)
float cc_mask_tmp = _Clearcoat_Mask.SampleBias(linear_repeat_s, i.uv0, _Global_Sample_Bias);
if (_Clearcoat_Mask_Invert) {
cc_mask_tmp = 1 - cc_mask_tmp;
}
cc_mask *= cc_mask_tmp;
#endif
#if defined(_CLEARCOAT_MASK2)
float cc_mask2_tmp = _Clearcoat_Mask2.SampleBias(linear_repeat_s, i.uv0, _Global_Sample_Bias);
if (_Clearcoat_Mask_Invert) {
cc_mask2_tmp = 1 - cc_mask2_tmp;
}
cc_mask *= cc_mask2_tmp;
#endif
{
float3 cc_L = direct_light.dir;
half3 cc_H = Unity_SafeNormalize(cc_L + view_dir);
half cc_LoH = saturate(dot(direct_light.dir, cc_H));
float3 cc_N = normalize(i.normal);
half cc_NoH = saturate(dot(i.normal, cc_H));
float clearcoat = FilamentClearcoat(
_Clearcoat_Roughness,
_Clearcoat_Strength,
cc_NoH,
cc_LoH,
cc_H);
pbr.rgb += clearcoat * saturate(dot(i.normal, cc_L)) *
cc_mask * direct_color * _Direct_Lighting_Factor;
}
// Indirect specular lighting
#if 1
{
float3 in_L = normalize(reflect(-view_dir, i.normal));
half3 in_H = i.normal;
half in_LoH = saturate(dot(in_L, in_H));
half in_NoH = 1;
float clearcoat = FilamentClearcoat(
_Clearcoat_Roughness,
_Clearcoat_Strength,
in_NoH,
in_LoH,
in_H);
pbr.rgb += clearcoat * saturate(dot(i.normal, in_L)) *
cc_mask * indirect_light.specular * _Indirect_Specular_Lighting_Factor;
}
#endif
#if defined(VERTEXLIGHT_ON)
// Vertex lights
for (uint ii = 0; ii < 4; ii++) {
float3 vpos = float3(unity_4LightPosX0[ii], unity_4LightPosY0[ii],
unity_4LightPosZ0[ii]);
float3 vl = normalize(vpos - i.worldPos);
float3 c = unity_LightColor[0].rgb;
half3 vhalf = Unity_SafeNormalize(half3(vl) + view_dir);
half vlh = saturate(dot(vl, vhalf));
half cc_vnh = saturate(dot(i.normal, vhalf));
float clearcoat = FilamentClearcoat(
_Clearcoat_Roughness,
_Clearcoat_Strength,
cc_vnh,
vlh,
vhalf);
pbr.rgb += clearcoat * saturate(dot(i.normal, vl)) *
cc_mask * c * _Vertex_Lighting_Factor;
}
#endif
#endif
#if defined(_UNITY_FOG)
UNITY_APPLY_FOG(i.fogCoord, pbr.rgb);
#endif
return float4(pbr.rgb, albedo.a);
}
#endif // __PBR_INC