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232 lines
11 KiB
232 lines
11 KiB
//-------------------------------------------------------------------------------------------------------------------------------- |
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// Cartoon FX |
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// (c) 2012-2020 Jean Moreno |
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//-------------------------------------------------------------------------------------------------------------------------------- |
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// Copy of URP specific variables needed for lighting |
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// ================================================================================================================================ |
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// Input.hlsl: |
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// ================================================================================================================================ |
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#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined |
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#define MAX_VISIBLE_LIGHTS 32 |
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#else |
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#define MAX_VISIBLE_LIGHTS 256 |
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#endif |
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// -------------------------------- |
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float4 _MainLightPosition; |
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half4 _MainLightColor; |
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// -------------------------------- |
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half4 _AdditionalLightsCount; |
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA |
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StructuredBuffer<LightData> _AdditionalLightsBuffer; |
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StructuredBuffer<int> _AdditionalLightsIndices; |
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#else |
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// GLES3 causes a performance regression in some devices when using CBUFFER. |
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#ifndef SHADER_API_GLES3 |
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CBUFFER_START(AdditionalLights) |
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#endif |
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float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS]; |
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half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS]; |
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half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS]; |
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half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS]; |
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half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS]; |
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#ifndef SHADER_API_GLES3 |
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CBUFFER_END |
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#endif |
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#endif |
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// ================================================================================================================================ |
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// UnityInput.hlsl: |
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// ================================================================================================================================ |
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half4 unity_LightData; |
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half4 unity_LightIndices[2]; |
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// -------------------------------- |
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// ================================================================================================================================ |
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// Macros.hlsl |
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// ================================================================================================================================ |
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#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats |
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// ================================================================================================================================ |
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// Lighting.hlsl |
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// ================================================================================================================================ |
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// Abstraction over Light shading data. |
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struct Light |
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{ |
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half3 direction; |
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half3 color; |
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half distanceAttenuation; |
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half shadowAttenuation; |
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}; |
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// Matches Unity Vanila attenuation |
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// Attenuation smoothly decreases to light range. |
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float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation) |
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{ |
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// We use a shared distance attenuation for additional directional and puctual lights |
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// for directional lights attenuation will be 1 |
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float lightAtten = rcp(distanceSqr); |
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#if SHADER_HINT_NICE_QUALITY |
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// Use the smoothing factor also used in the Unity lightmapper. |
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half factor = distanceSqr * distanceAttenuation.x; |
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half smoothFactor = saturate(1.0h - factor * factor); |
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smoothFactor = smoothFactor * smoothFactor; |
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#else |
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// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range |
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// Therefore: |
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// fadeDistance = (0.8 * 0.8 * lightRangeSq) |
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// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance) |
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// We can rewrite that to fit a MAD by doing |
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// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr) |
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// distanceSqr * distanceAttenuation.y + distanceAttenuation.z |
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half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y); |
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#endif |
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return lightAtten * smoothFactor; |
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} |
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half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation) |
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{ |
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// Spot Attenuation with a linear falloff can be defined as |
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// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle) |
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// This can be rewritten as |
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// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle) |
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// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange) |
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// SdotL * spotAttenuation.x + spotAttenuation.y |
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// If we precompute the terms in a MAD instruction |
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half SdotL = dot(spotDirection, lightDirection); |
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half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y); |
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return atten * atten; |
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} |
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// Fills a light struct given a perObjectLightIndex |
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Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS) |
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{ |
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// Abstraction over Light input constants |
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA |
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float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position; |
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half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb; |
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half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation; |
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half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection; |
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half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels; |
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#else |
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float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex]; |
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half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb; |
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half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex]; |
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half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex]; |
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half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex]; |
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#endif |
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// Directional lights store direction in lightPosition.xyz and have .w set to 0.0. |
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// This way the following code will work for both directional and punctual lights. |
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float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w; |
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float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN); |
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half3 lightDirection = half3(lightVector * rsqrt(distanceSqr)); |
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half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw); |
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Light light; |
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light.direction = lightDirection; |
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light.distanceAttenuation = attenuation; |
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/// light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, positionWS); |
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light.shadowAttenuation = 1; |
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light.color = color; |
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// In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion` |
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#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE) |
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// First find the probe channel from the light. |
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// Then sample `unity_ProbesOcclusion` for the baked occlusion. |
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// If the light is not baked, the channel is -1, and we need to apply no occlusion. |
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// probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value. |
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int probeChannel = lightOcclusionProbeInfo.x; |
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// lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1. |
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half lightProbeContribution = lightOcclusionProbeInfo.y; |
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half probeOcclusionValue = unity_ProbesOcclusion[probeChannel]; |
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light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution); |
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#endif |
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return light; |
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} |
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uint GetPerObjectLightIndexOffset() |
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{ |
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA |
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return unity_LightData.x; |
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#else |
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return 0; |
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#endif |
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} |
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// Returns a per-object index given a loop index. |
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// This abstract the underlying data implementation for storing lights/light indices |
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int GetPerObjectLightIndex(uint index) |
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{ |
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///////////////////////////////////////////////////////////////////////////////////////////// |
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// Structured Buffer Path / |
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// / |
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// Lights and light indices are stored in StructuredBuffer. We can just index them. / |
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// Currently all non-mobile platforms take this path :( / |
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// There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) / |
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///////////////////////////////////////////////////////////////////////////////////////////// |
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA |
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uint offset = unity_LightData.x; |
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return _AdditionalLightsIndices[offset + index]; |
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///////////////////////////////////////////////////////////////////////////////////////////// |
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// UBO path / |
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// / |
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// We store 8 light indices in float4 unity_LightIndices[2]; / |
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// Due to memory alignment unity doesn't support int[] or float[] / |
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// Even trying to reinterpret cast the unity_LightIndices to float[] won't work / |
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// it will cast to float4[] and create extra register pressure. :( / |
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///////////////////////////////////////////////////////////////////////////////////////////// |
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#elif !defined(SHADER_API_GLES) |
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// since index is uint shader compiler will implement |
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// div & mod as bitfield ops (shift and mask). |
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// TODO: Can we index a float4? Currently compiler is |
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// replacing unity_LightIndicesX[i] with a dp4 with identity matrix. |
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// u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]); |
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// This increases both arithmetic and register pressure. |
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return unity_LightIndices[index / 4][index % 4]; |
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#else |
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// Fallback to GLES2. No bitfield magic here :(. |
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// We limit to 4 indices per object and only sample unity_4LightIndices0. |
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// Conditional moves are branch free even on mali-400 |
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// small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix. |
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half2 lightIndex2 = (index < 2.0h) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw; |
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half i_rem = (index < 2.0h) ? index : index - 2.0h; |
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return (i_rem < 1.0h) ? lightIndex2.x : lightIndex2.y; |
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#endif |
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} |
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// Fills a light struct given a loop i index. This will convert the i |
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// index to a perObjectLightIndex |
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Light GetAdditionalLight(uint i, float3 positionWS) |
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{ |
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int perObjectLightIndex = GetPerObjectLightIndex(i); |
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return GetAdditionalPerObjectLight(perObjectLightIndex, positionWS); |
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} |
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int GetAdditionalLightsCount() |
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{ |
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// TODO: we need to expose in SRP api an ability for the pipeline cap the amount of lights |
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// in the culling. This way we could do the loop branch with an uniform |
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// This would be helpful to support baking exceeding lights in SH as well |
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return min(_AdditionalLightsCount.x, unity_LightData.y); |
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} |