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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
#ifndef UNITY_PBS_LIGHTING_INCLUDED
#define UNITY_PBS_LIGHTING_INCLUDED
// Alloy.
#define A_TANGENT_TO_WORLD_ON
#if defined(UNITY_PASS_FORWARDBASE) || defined(UNITY_PASS_FORWARDADD) || defined(UNITY_PASS_DEFERRED)
#define A_AMBIENT_OCCLUSION_ON
#endif
#if defined(UNITY_PASS_FORWARDBASE) || defined(UNITY_PASS_DEFERRED) || defined(UNITY_PASS_META)
#define A_EMISSIVE_COLOR_ON
#endif
#if defined(UNITY_PASS_FORWARDBASE) || defined(UNITY_PASS_FORWARDADD)
#define A_DIRECT_LIGHTING_PASS
#endif
#if defined(UNITY_PASS_FORWARDBASE) || defined(UNITY_PASS_DEFERRED)
#define A_INDIRECT_LIGHTING_PASS
#endif
#if defined(UNITY_PASS_DEFERRED)
#define A_GBUFFER_PASS
#endif
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
#include "Assets/Alloy/Shaders/Framework/Unity.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityGBuffer.cginc"
#include "UnityGlobalIllumination.cginc"
//-------------------------------------------------------------------------------------
// 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
#if SHADER_TARGET < 30
#define UNITY_BRDF_PBS BRDF3_Unity_PBS
#elif defined(UNITY_PBS_USE_BRDF3)
#define UNITY_BRDF_PBS BRDF3_Unity_PBS
#elif defined(UNITY_PBS_USE_BRDF2)
#define UNITY_BRDF_PBS BRDF2_Unity_PBS
#elif defined(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
//-------------------------------------------------------------------------------------
// little helpers for GI calculation
// CAUTION: This is deprecated and not use in Untiy shader code, but some asset store plugin still use it, so let here for compatibility
#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 smoothness, half3 normal, half3 viewDir, half occlusion, UnityGI gi)
{
return half3(0,0,0);
}
#define UNITY_GLOSSY_ENV_FROM_SURFACE(x, s, data) \
Unity_GlossyEnvironmentData g; \
g.roughness /* perceptualRoughness */ = SmoothnessToPerceptualRoughness(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.
//-------------------------------------------------------------------------------------
// Metallic workflow
struct SurfaceOutputStandard
{
fixed3 Albedo; // base (diffuse or specular) color
fixed3 Normal; // tangent space normal, if written
half3 Emission;
half Metallic; // 0=non-metal, 1=metal
// Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it.
// Everywhere in the code you meet smoothness it is perceptual smoothness
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
fixed Alpha; // alpha for transparencies
float3 PositionWorld; // Alloy
half Shadow; // Alloy
};
ASurface aStandardSurface(
SurfaceOutputStandard si,
half3 viewDir)
{
half oneMinusReflectivity;
ASurface s = aNewSurface();
s.albedo = DiffuseAndSpecularFromMetallic(si.Albedo, si.Metallic, /*out*/ s.f0, /*out*/ oneMinusReflectivity);
#ifndef UNITY_PASS_DEFERRED
s.albedo = PreMultiplyAlpha(s.albedo, si.Alpha, oneMinusReflectivity, /*out*/ s.opacity);
#endif
s.viewDirWorld = viewDir;
s.positionWorld = si.PositionWorld;
s.normalWorld = A_NW(s, normalize(si.Normal));
s.roughness = 1.0h - si.Smoothness;
s.ambientOcclusion = si.Occlusion;
s.emissiveColor = si.Emission;
aUnitySurface(s);
return s;
}
inline half4 LightingStandard (SurfaceOutputStandard si, half3 viewDir, UnityGI gi)
{
ASurface s = aStandardSurface(si, viewDir);
return aUnityLighting(s, gi, si.Shadow);
}
inline half4 LightingStandard_Deferred (SurfaceOutputStandard si, half3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2)
{
ASurface s = aStandardSurface(si, viewDir);
return aUnityLightingDeferred(s, gi, outGBuffer0, outGBuffer1, outGBuffer2);
}
inline void LightingStandard_GI (
SurfaceOutputStandard s,
UnityGIInput data,
inout UnityGI gi)
{
aUnityLightingGi(gi, data, s.Normal, s.Smoothness, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic));
}
//-------------------------------------------------------------------------------------
// Specular workflow
struct SurfaceOutputStandardSpecular
{
fixed3 Albedo; // diffuse color
fixed3 Specular; // specular color
fixed3 Normal; // tangent space normal, if written
half3 Emission;
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
fixed Alpha; // alpha for transparencies
float3 PositionWorld; // Alloy
half Shadow; // Alloy
};
ASurface aStandardSpecularSurface(
SurfaceOutputStandardSpecular si,
half3 viewDir)
{
half oneMinusReflectivity;
ASurface s = aNewSurface();
s.albedo = EnergyConservationBetweenDiffuseAndSpecular(si.Albedo, si.Specular, /*out*/ oneMinusReflectivity);
s.f0 = si.Specular;
#ifndef UNITY_PASS_DEFERRED
s.albedo = PreMultiplyAlpha(s.albedo, si.Alpha, oneMinusReflectivity, /*out*/ s.opacity);
#endif
s.viewDirWorld = viewDir;
s.positionWorld = si.PositionWorld;
s.normalWorld = A_NW(s, normalize(si.Normal));
s.roughness = 1.0h - si.Smoothness;
s.ambientOcclusion = si.Occlusion;
s.emissiveColor = si.Emission;
aUnitySurface(s);
return s;
}
inline half4 LightingStandardSpecular (SurfaceOutputStandardSpecular si, half3 viewDir, UnityGI gi)
{
ASurface s = aStandardSpecularSurface(si, viewDir);
return aUnityLighting(s, gi, si.Shadow);
}
inline half4 LightingStandardSpecular_Deferred (SurfaceOutputStandardSpecular si, half3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2)
{
ASurface s = aStandardSpecularSurface(si, viewDir);
return aUnityLightingDeferred(s, gi, outGBuffer0, outGBuffer1, outGBuffer2);
}
inline void LightingStandardSpecular_GI (
SurfaceOutputStandardSpecular s,
UnityGIInput data,
inout UnityGI gi)
{
aUnityLightingGi(gi, data, s.Normal, s.Smoothness, s.Specular);
}
#endif // UNITY_PBS_LIGHTING_INCLUDED