OldBlueWater/BlueWater/Assets/FlatKit/Shaders/StylizedSurface/LibraryUrp/Lighting_DR.hlsl

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2023-08-04 16:02:49 +00:00
#ifndef FLATKIT_LIGHTING_DR_INCLUDED
#define FLATKIT_LIGHTING_DR_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
inline half NdotLTransition(half3 normal, half3 lightDir, half selfShadingSize, half shadowEdgeSize, half flatness) {
const half NdotL = dot(normal, lightDir);
const half angleDiff = saturate((NdotL * 0.5 + 0.5) - selfShadingSize);
const half angleDiffTransition = smoothstep(0, shadowEdgeSize, angleDiff);
return lerp(angleDiff, angleDiffTransition, flatness);
}
inline half NdotLTransitionPrimary(half3 normal, half3 lightDir) {
return NdotLTransition(normal, lightDir, _SelfShadingSize, _ShadowEdgeSize, _Flatness);
}
#if defined(DR_CEL_EXTRA_ON)
inline half NdotLTransitionExtra(half3 normal, half3 lightDir) {
return NdotLTransition(normal, lightDir, _SelfShadingSizeExtra, _ShadowEdgeSizeExtra, _FlatnessExtra);
}
#endif
inline half NdotLTransitionTexture(half3 normal, half3 lightDir, sampler2D stepTex) {
const half NdotL = dot(normal, lightDir);
const half angleDiff = saturate((NdotL * 0.5 + 0.5) - _SelfShadingSize * 0.0);
const half4 rampColor = tex2D(stepTex, half2(angleDiff, 0.5));
// NOTE: The color channel here corresponds to the texture format in the shader editor script.
const half angleDiffTransition = rampColor.r;
return angleDiffTransition;
}
half3 LightingPhysicallyBased_DSTRM(Light light, half3 normalWS, half3 viewDirectionWS, float3 positionWS)
{
// If all light in the scene is baked, we use custom light direction for the cel shading.
light.direction = lerp(light.direction, _LightmapDirection, _OverrideLightmapDir);
half4 c = _BaseColor;
#if defined(_CELPRIMARYMODE_SINGLE)
const half NdotLTPrimary = NdotLTransitionPrimary(normalWS, light.direction);
c = lerp(_ColorDim, c, NdotLTPrimary);
#endif // _CELPRIMARYMODE_SINGLE
#if defined(_CELPRIMARYMODE_STEPS)
const half NdotLTSteps = NdotLTransitionTexture(normalWS, light.direction, _CelStepTexture);
c = lerp(_ColorDimSteps, c, NdotLTSteps);
#endif // _CELPRIMARYMODE_STEPS
#if defined(_CELPRIMARYMODE_CURVE)
const half NdotLTCurve = NdotLTransitionTexture(normalWS, light.direction, _CelCurveTexture);
c = lerp(_ColorDimCurve, c, NdotLTCurve);
#endif // _CELPRIMARYMODE_CURVE
#if defined(DR_CEL_EXTRA_ON)
const half NdotLTExtra = NdotLTransitionExtra(normalWS, light.direction);
c = lerp(_ColorDimExtra, c, NdotLTExtra);
#endif // DR_CEL_EXTRA_ON
#if defined(DR_GRADIENT_ON)
const float angleRadians = _GradientAngle / 180.0 * PI;
const float posGradRotated = (positionWS.x - _GradientCenterX) * sin(angleRadians) +
(positionWS.y - _GradientCenterY) * cos(angleRadians);
const float gradientTop = _GradientCenterY + _GradientSize * 0.5;
const half gradientFactor = saturate((gradientTop - posGradRotated) / _GradientSize);
c = lerp(c, _ColorGradient, gradientFactor);
#endif // DR_GRADIENT_ON
const half NdotL = dot(normalWS, light.direction);
#if defined(DR_RIM_ON)
const float rim = 1.0 - dot(viewDirectionWS, normalWS);
const float rimSpread = 1.0 - _FlatRimSize - NdotL * _FlatRimLightAlign;
const float rimEdgeSmooth = _FlatRimEdgeSmoothness;
const float rimTransition = smoothstep(rimSpread - rimEdgeSmooth * 0.5, rimSpread + rimEdgeSmooth * 0.5, rim);
c = lerp(c, _FlatRimColor, rimTransition);
#endif // DR_RIM_ON
#if defined(DR_SPECULAR_ON)
// Halfway between lighting direction and view vector.
const float3 halfVector = normalize(light.direction + viewDirectionWS);
const float NdotH = dot(normalWS, halfVector) * 0.5 + 0.5;
const float specular = saturate(pow(abs(NdotH), 100.0 * (1.0 - _FlatSpecularSize) * (1.0 - _FlatSpecularSize)));
const float specularTransition = smoothstep(0.5 - _FlatSpecularEdgeSmoothness * 0.1,
0.5 + _FlatSpecularEdgeSmoothness * 0.1, specular);
c = lerp(c, _FlatSpecularColor, specularTransition);
#endif // DR_SPECULAR_ON
#if defined(_UNITYSHADOW_OCCLUSION)
const float occludedAttenuation = smoothstep(0.25, 0.0, -min(NdotL, 0));
light.shadowAttenuation *= occludedAttenuation;
light.distanceAttenuation *= occludedAttenuation;
#endif
#if defined(_UNITYSHADOWMODE_MULTIPLY)
c *= lerp(1, light.shadowAttenuation, _UnityShadowPower);
#endif
#if defined(_UNITYSHADOWMODE_COLOR)
c = lerp(lerp(c, _UnityShadowColor, _UnityShadowColor.a), c, light.shadowAttenuation);
#endif
c.rgb *= light.color * light.distanceAttenuation;
return c.rgb;
}
void StylizeLight(inout Light light)
{
const half shadowAttenuation = saturate(light.shadowAttenuation * _UnityShadowSharpness);
light.shadowAttenuation = shadowAttenuation;
const half distanceAttenuation = smoothstep(0, _LightFalloffSize + 0.001, light.distanceAttenuation);
light.distanceAttenuation = distanceAttenuation;
const half3 lightColor = lerp(half3(1, 1, 1), light.color, _LightContribution);
light.color = lightColor;
}
half4 UniversalFragment_DSTRM(InputData inputData, half3 albedo, half3 emission, half alpha)
{
// To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
const half4 shadowMask = inputData.shadowMask;
#elif !defined (LIGHTMAP_ON)
const half4 shadowMask = unity_ProbesOcclusion;
#else
const half4 shadowMask = half4(1, 1, 1, 1);
#endif
#if VERSION_GREATER_EQUAL(10, 0)
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask);
#else
Light mainLight = GetMainLight(inputData.shadowCoord);
#endif
#if LIGHTMAP_ON
mainLight.distanceAttenuation = 1.0;
#endif
StylizeLight(mainLight);
#if defined(_SCREEN_SPACE_OCCLUSION)
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV);
mainLight.color *= aoFactor.directAmbientOcclusion;
inputData.bakedGI *= aoFactor.indirectAmbientOcclusion;
#endif
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, shadowMask);
// Apply Flat Kit stylizing to `inputData.bakedGI` (which is half3).
#if LIGHTMAP_ON
#if defined(_UNITYSHADOWMODE_MULTIPLY)
inputData.bakedGI *= _UnityShadowPower;
#endif
#if defined(_UNITYSHADOWMODE_COLOR)
float giLength = length(inputData.bakedGI);
inputData.bakedGI = lerp(giLength, _UnityShadowColor.rgb, _UnityShadowColor.a * giLength);
#endif
#endif
BRDFData brdfData;
InitializeBRDFData(albedo, 1.0 - 1.0 / kDieletricSpec.a, 0, 0, alpha, brdfData);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, 1.0, inputData.normalWS, inputData.viewDirectionWS);
color += LightingPhysicallyBased_DSTRM(mainLight, inputData.normalWS, inputData.viewDirectionWS, inputData.positionWS);
#ifdef _ADDITIONAL_LIGHTS
const uint pixelLightCount = GetAdditionalLightsCount();
for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex)
{
#if VERSION_GREATER_EQUAL(10, 0)
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);
#else
Light light = GetAdditionalLight(lightIndex, inputData.positionWS);
#endif
#if defined(_SCREEN_SPACE_OCCLUSION)
light.color *= aoFactor.directAmbientOcclusion;
#endif
StylizeLight(light);
color += LightingPhysicallyBased_DSTRM(light, inputData.normalWS, inputData.viewDirectionWS, inputData.positionWS);
}
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
color += inputData.vertexLighting * brdfData.diffuse;
#endif
color += emission;
return half4(color, alpha);
}
#endif // FLATKIT_LIGHTING_DR_INCLUDED