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https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
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Initial commit
This commit is contained in:
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file EyeOcclusion.cginc
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/// @brief Eye Occlusion surface shader definition.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_EYE_OCCLUSION_CGINC
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#define ALLOY_LEGACY_SHADERS_DEFINITION_EYE_OCCLUSION_CGINC
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#define A_AMBIENT_OCCLUSION_ON
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#define A_EXPANDED_MATERIAL_MAPS
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#include "Assets/Alloy/Shaders/Framework/Lighting.cginc"
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#include "Assets/Alloy/Shaders/Type/Standard.cginc"
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void aPreLighting(
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inout ASurface s)
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{
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aStandardPreLighting(s);
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s.opacity *= 1.0h - s.specularOcclusion;
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}
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half3 aDirectLighting(
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ADirect d,
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ASurface s)
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{
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return d.color * (d.shadow * d.NdotL * s.ambientOcclusion) * s.albedo;
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}
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half3 aIndirectLighting(
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AIndirect i,
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ASurface s)
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{
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return i.diffuse * s.ambientOcclusion * s.albedo;
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}
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void aSurfaceShader(
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inout ASurface s)
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{
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aDissolve(s);
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half4 base = aBase(s);
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s.baseColor = base.rgb;
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s.opacity = base.a;
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s.ambientOcclusion = aLerpOneTo(tex2D(_AoMap, s.baseUv).g, _Occlusion);
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}
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#endif // ALLOY_LEGACY_SHADERS_DEFINITION_EYE_OCCLUSION_CGINC
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fileFormatVersion: 2
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guid: f6ce6c59434b4bd42829fc8e6a52e473
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ShaderImporter:
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||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Eyeball.cginc
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/// @brief Eyeball surface shader definition.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_EYEBALL_CGINC
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#define ALLOY_LEGACY_SHADERS_DEFINITION_EYEBALL_CGINC
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#define A_NORMAL_MAPPING_ON
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#define A_AMBIENT_OCCLUSION_ON
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#define A_SPECULAR_TINT_ON
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#define A_CLEARCOAT_ON
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#define A_EYE_PARALLAX_REFRACTION
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#define A_DETAIL_MASK_OFF
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#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
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#include "Assets/Alloy/Shaders/Type/Standard.cginc"
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#include "Assets/Alloy/Legacy/Shaders/Feature/EyeParallax.cginc"
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/// Cornea normals.
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/// Expects a compressed normal map.
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sampler2D _EyeBumpMap;
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/// Cornea weight.
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/// Expects values in the range [0,1].
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half _EyeCorneaWeight;
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/// Cornea roughness.
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/// Expects values in the range [0,1].
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half _EyeRoughness;
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/// Schlera tint color.
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/// Expects a linear LDR color.
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half3 _EyeScleraColor;
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/// Iris tint color.
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/// Expects a linear LDR color.
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half3 _EyeColor;
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/// Iris specular tint by base color.
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/// Expects values in the range [0,1].
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half _EyeSpecularTint;
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/// Samples and scales the base bump map.
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/// @param s Material surface data.
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/// @param scale Normal XY scale factor.
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/// @return Normalized tangent-space normal.
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half3 aSampleBumpScaleOld(
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ASurface s,
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half scale)
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{
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half4 result = 0.0h;
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#ifdef _VIRTUALTEXTURING_ON
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result = VTSampleNormal(s.baseVirtualCoord);
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#else
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result = tex2D(_BumpMap, s.baseUv);
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#endif
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return UnpackScaleNormal(result, _BumpScale * scale);
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}
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void aSurfaceShader(
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inout ASurface s)
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{
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float4 uv01 = s.uv01;
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aEyeParallax(s);
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aDissolve(s);
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// Iris
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half4 base = aBase(s);
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half4 material = aSampleMaterial(s);
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half irisMask = material.A_METALLIC_CHANNEL;
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s.baseColor = base.rgb * lerp(_EyeScleraColor, _EyeColor, irisMask);
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s.metallic = 0.0h;
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s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
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s.specularity = _Specularity * material.A_SPECULARITY_CHANNEL;
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s.specularTint = _EyeSpecularTint * irisMask;
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s.roughness = _Roughness * material.A_ROUGHNESS_CHANNEL;
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// Cornea
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half bumpMask = s.clearCoat * 0.95h;
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half3 corneaNormalTangent = UnpackScaleNormal(tex2D(_EyeBumpMap, s.baseUv), bumpMask);
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half3 irisScleraNormalTangent = aSampleBumpScaleOld(s, 1.0h - bumpMask);
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s.clearCoat = _EyeCorneaWeight * irisMask;
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s.clearCoatRoughness = _EyeRoughness;
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s.normalTangent = A_NT(s, BlendNormals(irisScleraNormalTangent, corneaNormalTangent));
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s.mask = 1.0h - irisMask;
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aDetail(s);
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s.mask = 1.0h;
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aEmission(s);
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// Remove parallax so these appears on top of the cornea!
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s.uv01 = uv01;
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aDecal(s);
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aRim(s);
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}
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#endif // ALLOY_LEGACY_SHADERS_DEFINITION_EYEBALL_CGINC
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: 9c178cd0ac649324487ffea244d7e632
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||||
timeCreated: 1438268034
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licenseType: Pro
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||||
ShaderImporter:
|
||||
defaultTextures: []
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,273 @@
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Eyeball.cginc
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/// @brief Eyeball surface shader definition.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_EYEBALL_CGINC
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#define ALLOY_LEGACY_SHADERS_DEFINITION_EYEBALL_CGINC
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#define A_NORMAL_MAPPING_ON
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#define A_VIEW_DIR_TANGENT_ON
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#define A_AMBIENT_OCCLUSION_ON
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#define A_SPECULAR_TINT_ON
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#define A_EYE_PARALLAX_REFRACTION
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#define A_DETAIL_MASK_OFF
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#define A_SURFACE_CUSTOM_FIELDS \
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half3 corneaNormalWorld; \
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half3 irisF0; \
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half scattering; \
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half irisMask; \
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half corneaSpecularity; \
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half corneaRoughness; \
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half irisSpecularOcclusion; \
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half irisRoughness; \
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half irisBeckmannRoughness; \
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half irisNdotV;
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#include "Assets/Alloy/Shaders/Framework/Lighting.cginc"
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#include "Assets/Alloy/Shaders/Type/Standard.cginc"
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#include "Assets/Alloy/Legacy/Shaders/Feature/EyeParallax.cginc"
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/// Implements a scattering diffuse BRDF affected by roughness.
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/// @param albedo Diffuse albedo LDR color.
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/// @param subsurface Blend value between diffuse and scattering [0,1].
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/// @param roughness Linear roughness [0,1].
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/// @param LdotH Light and half-angle clamped dot product [0,1].
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/// @param NdotL Normal and light clamped dot product [0,1].
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/// @param NdotV Normal and view clamped dot product [0,1].
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/// @return Direct diffuse BRDF.
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half3 aDiffuseBssrdf(
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half3 albedo,
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half subsurface,
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half roughness,
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half LdotH,
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half NdotL,
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half NdotV)
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{
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// Impelementation of Brent Burley's diffuse scattering BRDF.
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// Subject to Apache License, version 2.0
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// cf https://github.com/wdas/brdf/blob/master/src/brdfs/disney.brdf
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half FL = aFresnel(NdotL);
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half FV = aFresnel(NdotV);
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half Fss90 = LdotH * LdotH * roughness;
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half Fd90 = 0.5h + (2.0h * Fss90);
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half Fd = aLerpOneTo(Fd90, FL) * aLerpOneTo(Fd90, FV);
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half Fss = aLerpOneTo(Fss90, FL) * aLerpOneTo(Fss90, FV);
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half ss = 1.25h * (Fss * (1.0h / max(NdotL + NdotV, A_EPSILON) - 0.5h) + 0.5h);
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// Pi is cancelled by implicit punctual lighting equation.
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// cf http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
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return albedo * lerp(Fd, ss, subsurface);
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}
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/// A specular BRDF.
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/// @param d Direct lighting data.
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/// @param s Material surface data.
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/// @return Direct specular BRDF.
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half3 aLegacySpecularBrdf(
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ADirect d,
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ASurface s)
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{
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// Schlick's Fresnel approximation.
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half3 F = lerp(s.f0, A_WHITE, aFresnel(d.LdotH));
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// GGX (Trowbridge-Reitz) NDF
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// cf http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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half a2 = s.beckmannRoughness * s.beckmannRoughness;
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half denom = aLerpOneTo(a2, d.NdotH * d.NdotH);
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// John Hable's visibility function.
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// cf http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
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half V = lerp(a2 * 0.25h, 1.0h, d.LdotH * d.LdotH);
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// Pi is cancelled by implicit punctual lighting equation.
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// cf http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
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half DV = a2 / (4.0h * V * denom * denom);
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// Cook-Torrance microfacet model.
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// cf http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
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return F * (DV * s.specularOcclusion * d.specularIntensity);
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}
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/// Indirect specular BRDF.
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/// @param s Material surface data.
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/// @return Environment BRDF.
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half3 aLegacyEnvironmentBrdf(
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ASurface s)
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{
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// Brian Karis' modification of Dimitar Lazarov's Environment BRDF.
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// cf https://www.unrealengine.com/blog/physically-based-shading-on-mobile
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const half4 c0 = half4(-1.0h, -0.0275h, -0.572h, 0.022h);
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const half4 c1 = half4(1.0h, 0.0425h, 1.04h, -0.04h);
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half4 r = s.roughness * c0 + c1;
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half a004 = min(r.x * r.x, exp2(-9.28h * s.NdotV)) * r.x + r.y;
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half2 AB = half2(-1.04h, 1.04h) * a004 + r.zw;
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return s.f0 * AB.x + AB.yyy;
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}
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/// Calculates standard indirect diffuse plus specular illumination.
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/// @param d Indirect light description.
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/// @param s Material surface data.
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/// @return Indirect illumination.
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half3 aLegacyStandardIndirect(
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AIndirect i,
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ASurface s)
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{
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#ifdef A_REFLECTION_PROBES_ON
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half3 specular = i.specular * aLegacyEnvironmentBrdf(s);
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#endif
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#ifndef A_AMBIENT_OCCLUSION_ON
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half3 diffuse = s.albedo * i.diffuse;
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#ifndef A_REFLECTION_PROBES_ON
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return diffuse;
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#else
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return diffuse + specular;
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#endif
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#else
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// Yoshiharu Gotanda's fake interreflection for specular occlusion.
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// Modified to better account for surface f0.
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// cf http://research.tri-ace.com/Data/cedec2011_RealtimePBR_Implementation_e.pptx pg65
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half3 ambient = i.diffuse * s.ambientOcclusion;
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#ifndef A_REFLECTION_PROBES_ON
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// Diffuse and fake interreflection only.
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return ambient * (s.albedo + s.f0 * (1.0h - s.specularOcclusion));
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#else
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// Full equation.
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return ambient * s.albedo
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+ lerp(ambient * s.f0, specular, s.specularOcclusion);
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#endif
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#endif
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}
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void aPreLighting(
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inout ASurface s)
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{
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aStandardPreLighting(s);
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// Tint the iris specular to fake caustics.
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// cf http://game.watch.impress.co.jp/docs/news/20121129_575412.html
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// Iris & Sclera
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s.irisNdotV = s.NdotV;
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s.irisSpecularOcclusion = s.specularOcclusion;
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s.irisF0 = s.f0;
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s.irisRoughness = s.roughness;
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s.irisBeckmannRoughness = s.beckmannRoughness;
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// Cornea
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s.roughness = lerp(s.roughness, s.corneaRoughness, s.irisMask);
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s.corneaNormalWorld = normalize(lerp(s.normalWorld, s.vertexNormalWorld, s.irisMask));
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s.reflectionVectorWorld = reflect(-s.viewDirWorld, s.corneaNormalWorld);
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s.NdotV = aDotClamp(s.corneaNormalWorld, s.viewDirWorld);
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s.FV = aFresnel(s.NdotV);
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s.specularOcclusion = lerp(s.irisSpecularOcclusion, 1.0h, s.irisMask);
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s.f0 = lerp(s.irisF0, aSpecularityToF0(s.corneaSpecularity), s.irisMask);
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}
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half3 aDirectLighting(
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ADirect d,
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ASurface s)
|
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{
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half3 illum = 0.0h;
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// Iris & Sclera
|
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illum = d.NdotL * (
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aDiffuseBssrdf(s.albedo, s.scattering, s.irisRoughness, d.LdotH, d.NdotL, s.irisNdotV));
|
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//+ (s.irisSpecularOcclusion * AlloyAreaLightNormalization(s.irisBeckmannRoughness, d.solidAngle)
|
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// * aLegacySpecularBrdf(s.irisF0, s.irisBeckmannRoughness, d.LdotH, d.NdotH, d.NdotL, s.irisNdotV)));
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||||
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||||
// Cornea
|
||||
d.NdotH = aDotClamp(s.corneaNormalWorld, d.halfAngleWorld);
|
||||
d.NdotL = aDotClamp(s.corneaNormalWorld, d.direction);
|
||||
d.specularIntensity *= s.irisMask * d.NdotL;
|
||||
|
||||
illum += aLegacySpecularBrdf(d, s);
|
||||
return illum * d.color * d.shadow;
|
||||
}
|
||||
|
||||
half3 aIndirectLighting(
|
||||
AIndirect i,
|
||||
ASurface s)
|
||||
{
|
||||
return aLegacyStandardIndirect(i, s);
|
||||
}
|
||||
|
||||
/// Schlera tint color.
|
||||
/// Expects a linear LDR color.
|
||||
half3 _EyeScleraColor;
|
||||
|
||||
/// Schlera diffuse scattering amount.
|
||||
/// Expects values in the range [0,1].
|
||||
half _EyeScleraScattering;
|
||||
|
||||
/// Cornea specularity.
|
||||
/// Expects values in the range [0,1].
|
||||
half _EyeSpecularity;
|
||||
|
||||
/// Cornea roughness.
|
||||
/// Expects values in the range [0,1].
|
||||
half _EyeRoughness;
|
||||
|
||||
/// Iris tint color.
|
||||
/// Expects a linear LDR color.
|
||||
half3 _EyeColor;
|
||||
|
||||
/// Iris diffuse scattering amount.
|
||||
/// Expects values in the range [0,1].
|
||||
half _EyeIrisScattering;
|
||||
|
||||
/// Iris specular tint by base color.
|
||||
/// Expects values in the range [0,1].
|
||||
half _EyeSpecularTint;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
float4 uv01 = s.uv01;
|
||||
|
||||
aEyeParallax(s);
|
||||
aDissolve(s);
|
||||
|
||||
half4 base = aBase(s);
|
||||
|
||||
s.baseColor = base.rgb;
|
||||
|
||||
half4 material = aSampleMaterial(s);
|
||||
|
||||
s.irisMask = material.A_METALLIC_CHANNEL;
|
||||
s.metallic = 0.0h;
|
||||
s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
|
||||
s.specularity = _Specularity * material.A_SPECULARITY_CHANNEL;
|
||||
s.roughness = _Roughness * material.A_ROUGHNESS_CHANNEL;
|
||||
|
||||
s.normalTangent = A_NT(s, aSampleBump(s));
|
||||
|
||||
s.baseColor *= lerp(_EyeScleraColor, _EyeColor, s.irisMask);
|
||||
s.specularTint = s.irisMask * _EyeSpecularTint;
|
||||
s.scattering = lerp(_EyeScleraScattering, _EyeIrisScattering, s.irisMask);
|
||||
s.corneaSpecularity = _EyeSpecularity;
|
||||
s.corneaRoughness = _EyeRoughness;
|
||||
|
||||
// Don't allow detail normals in the iris.
|
||||
s.mask = 1.0h - s.irisMask;
|
||||
aDetail(s);
|
||||
s.mask = 1.0h;
|
||||
|
||||
aEmission(s);
|
||||
aRim(s);
|
||||
|
||||
// Remove parallax so this appears on top of the cornea!
|
||||
s.uv01 = uv01;
|
||||
aDecal(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_LEGACY_SHADERS_DEFINITION_EYEBALL_CGINC
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0fb3f9db18784964cb344084b892a928
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,264 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file Skin.cginc
|
||||
/// @brief Skin surface shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_SKIN_CGINC
|
||||
#define ALLOY_LEGACY_SHADERS_DEFINITION_SKIN_CGINC
|
||||
|
||||
#define A_AMBIENT_OCCLUSION_ON
|
||||
|
||||
#define A_SURFACE_CUSTOM_FIELDS \
|
||||
half scatteringMask; \
|
||||
half scattering;
|
||||
|
||||
#include "Assets/Alloy/Shaders/Framework/Lighting.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
// Jon Moore recommended this value in his blog post.
|
||||
#define A_SKIN_BUMP_BLUR_BIAS (3.0)
|
||||
|
||||
sampler2D _SssBrdfTex;
|
||||
|
||||
/// Biases the thickness value used to look up in the skin LUT.
|
||||
/// Expects values in the range [0,1].
|
||||
half _SssBias;
|
||||
|
||||
/// Scales the thickness value used to look up in the skin LUT.
|
||||
/// Expects values in the range [0,1].
|
||||
half _SssScale;
|
||||
|
||||
/// Amount to colorize and darken AO to simulate local scattering.
|
||||
/// Expects values in the range [0,1].
|
||||
half _SssAoSaturation;
|
||||
|
||||
/// Increases the bluriness of the normal map for diffuse lighting.
|
||||
/// Expects values in the range [0,1].
|
||||
half _SssBumpBlur;
|
||||
|
||||
/// Transmission tint color.
|
||||
/// Expects a linear LDR color.
|
||||
half3 _TransColor;
|
||||
|
||||
/// Weight of the transmission effect.
|
||||
/// Expects linear space value in the range [0,1].
|
||||
half _TransScale;
|
||||
|
||||
/// Falloff of the transmission effect.
|
||||
/// Expects values in the range [1,n).
|
||||
half _TransPower;
|
||||
|
||||
/// Amount that the transmission is distorted by surface normals.
|
||||
/// Expects values in the range [0,1].
|
||||
half _TransDistortion;
|
||||
|
||||
/// Calculates standard indirect diffuse plus specular illumination.
|
||||
/// @param d Direct lighting data.
|
||||
/// @param s Material surface data.
|
||||
/// @param skinLut Pre-Integrated scattering LUT.
|
||||
/// @return Direct diffuse illumination with scattering effect.
|
||||
half3 aLegacySkin(
|
||||
ADirect d,
|
||||
ASurface s,
|
||||
sampler2D skinLut)
|
||||
{
|
||||
// Scattering
|
||||
// cf http://www.farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/
|
||||
float ndlBlur = dot(s.ambientNormalWorld, d.direction) * 0.5h + 0.5h;
|
||||
float2 sssLookupUv = float2(ndlBlur, s.scattering * aLuminance(d.color));
|
||||
half3 sss = s.scatteringMask * d.shadow * tex2D(skinLut, sssLookupUv).rgb;
|
||||
|
||||
//#if !defined(SHADOWS_SCREEN) && !defined(SHADOWS_DEPTH) && !defined(SHADOWS_CUBE)
|
||||
// // If shadows are off, we need to reduce the brightness
|
||||
// // of the scattering on polys facing away from the light.
|
||||
// sss *= saturate(ndlBlur * 4.0h - 1.0h); // [-1,3], then clamp
|
||||
//#else
|
||||
// sss *= d.shadow;
|
||||
//#endif
|
||||
|
||||
return d.color * s.albedo * sss;
|
||||
}
|
||||
|
||||
/// Calculates direct light transmission effect using per-pixel thickness.
|
||||
/// @param d Indirect light description.
|
||||
/// @param s Material surface data.
|
||||
/// @param weight Weight of the transmission effect.
|
||||
/// @param distortion Distortion due to surface normals.
|
||||
/// @param falloff Tightness of the transmitted light.
|
||||
/// @param shadowWeight Amount that the transsmision is shadowed.
|
||||
/// @return Transmission effect.
|
||||
half3 aLegacyTransmission(
|
||||
ADirect d,
|
||||
ASurface s,
|
||||
half weight,
|
||||
half distortion,
|
||||
half falloff,
|
||||
half shadowWeight)
|
||||
{
|
||||
// Transmission
|
||||
// cf http://www.farfarer.com/blog/2012/09/11/translucent-shader-unity3d/
|
||||
half3 transLightDir = d.direction + s.normalWorld * distortion;
|
||||
half transLight = pow(aDotClamp(s.viewDirWorld, -transLightDir), falloff);
|
||||
|
||||
transLight *= weight * aLerpOneTo(d.shadow, shadowWeight);
|
||||
return d.color * s.subsurfaceColor * transLight;
|
||||
}
|
||||
|
||||
/// Direct diffuse and specular BRDF.
|
||||
/// @param d Direct lighting data.
|
||||
/// @param s Material surface data.
|
||||
/// @return Direct diffuse BRDF.
|
||||
half3 aLegacyDirectBrdf(
|
||||
ADirect d,
|
||||
ASurface s,
|
||||
half diffuseWeight)
|
||||
{
|
||||
// Cook-Torrance microfacet model.
|
||||
// cf http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
|
||||
half LdotH2 = d.LdotH * d.LdotH;
|
||||
|
||||
// Brent Burley diffuse BRDF.
|
||||
// cf https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf pg14
|
||||
half FL = aFresnel(d.NdotL);
|
||||
half Fd90 = 0.5h + (2.0h * LdotH2 * s.roughness);
|
||||
half Fd = aLerpOneTo(Fd90, FL) * aLerpOneTo(Fd90, s.FV);
|
||||
|
||||
// Schlick's Fresnel approximation.
|
||||
half3 F = lerp(s.f0, A_WHITE, aFresnel(d.LdotH));
|
||||
|
||||
// John Hable's Visibility function.
|
||||
// cf http://www.filmicworlds.com/2014/04/21/optimizing-ggx-shaders-with-dotlh/
|
||||
half a2 = s.beckmannRoughness * s.beckmannRoughness;
|
||||
half k2 = a2 * 0.25h; // k = a/2; k*k = (a*a)/(2*2) = (a^2)/4.
|
||||
half V = lerp(k2, 1.0h, LdotH2);
|
||||
|
||||
// GGX (Trowbridge-Reitz) NDF.
|
||||
// cf http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html
|
||||
half denom = aLerpOneTo(a2, d.NdotH * d.NdotH);
|
||||
half mDV = k2 / (V * denom * denom); // k2 is GGX a^2 and microfacet 1/4.
|
||||
|
||||
// Punctual lighting equation.
|
||||
// cf http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/
|
||||
return (d.shadow * d.NdotL) * (
|
||||
(s.albedo * (Fd * diffuseWeight)) + (F * (mDV * s.specularOcclusion * d.specularIntensity)));
|
||||
}
|
||||
|
||||
/// Indirect specular BRDF.
|
||||
/// @param s Material surface data.
|
||||
/// @return Environment BRDF.
|
||||
half3 aLegacyEnvironmentBrdf(
|
||||
ASurface s)
|
||||
{
|
||||
// Brian Karis' modification of Dimitar Lazarov's Environment BRDF.
|
||||
// cf https://www.unrealengine.com/blog/physically-based-shading-on-mobile
|
||||
const half4 c0 = half4(-1.0h, -0.0275h, -0.572h, 0.022h);
|
||||
const half4 c1 = half4(1.0h, 0.0425h, 1.04h, -0.04h);
|
||||
half4 r = s.roughness * c0 + c1;
|
||||
half a004 = min(r.x * r.x, exp2(-9.28h * s.NdotV)) * r.x + r.y;
|
||||
half2 AB = half2(-1.04h, 1.04h) * a004 + r.zw;
|
||||
return s.f0 * AB.x + AB.yyy;
|
||||
}
|
||||
|
||||
/// Calculates standard indirect diffuse plus specular illumination.
|
||||
/// @param d Indirect light description.
|
||||
/// @param s Material surface data.
|
||||
/// @return Indirect illumination.
|
||||
half3 aLegacyStandardIndirect(
|
||||
AIndirect i,
|
||||
ASurface s)
|
||||
{
|
||||
#ifdef A_REFLECTION_PROBES_ON
|
||||
half3 specular = i.specular * aLegacyEnvironmentBrdf(s);
|
||||
#endif
|
||||
|
||||
#ifndef A_AMBIENT_OCCLUSION_ON
|
||||
half3 diffuse = s.albedo * i.diffuse;
|
||||
|
||||
#ifndef A_REFLECTION_PROBES_ON
|
||||
return diffuse;
|
||||
#else
|
||||
return diffuse + specular;
|
||||
#endif
|
||||
#else
|
||||
// Yoshiharu Gotanda's fake interreflection for specular occlusion.
|
||||
// Modified to better account for surface f0.
|
||||
// cf http://research.tri-ace.com/Data/cedec2011_RealtimePBR_Implementation_e.pptx pg65
|
||||
half3 ambient = i.diffuse * s.ambientOcclusion;
|
||||
|
||||
#ifndef A_REFLECTION_PROBES_ON
|
||||
// Diffuse and fake interreflection only.
|
||||
return ambient * (s.albedo + s.f0 * (1.0h - s.specularOcclusion));
|
||||
#else
|
||||
// Full equation.
|
||||
return ambient * s.albedo
|
||||
+ lerp(ambient * s.f0, specular, s.specularOcclusion);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void aPreLighting(
|
||||
inout ASurface s)
|
||||
{
|
||||
aStandardPreLighting(s);
|
||||
|
||||
// Blurred normals for indirect diffuse and direct scattering.
|
||||
s.blurredNormalTangent = normalize(lerp(s.normalTangent, s.blurredNormalTangent, s.scatteringMask * _SssBumpBlur));
|
||||
s.ambientNormalWorld = aTangentToWorld(s, s.blurredNormalTangent);
|
||||
s.subsurfaceColor = _TransScale * _TransColor * s.albedo * s.subsurface.rrr;
|
||||
s.scattering = saturate(s.subsurface * _SssScale + _SssBias);
|
||||
}
|
||||
|
||||
half3 aDirectLighting(
|
||||
ADirect d,
|
||||
ASurface s)
|
||||
{
|
||||
return (d.color * aLegacyDirectBrdf(d, s, 1.0h - s.scatteringMask))
|
||||
+ aLegacySkin(d, s, _SssBrdfTex)
|
||||
+ aLegacyTransmission(d, s, 1.0h, _TransDistortion, _TransPower, 0.0h);
|
||||
}
|
||||
|
||||
half3 aIndirectLighting(
|
||||
AIndirect i,
|
||||
ASurface s)
|
||||
{
|
||||
// Saturated AO.
|
||||
// cf http://www.iryoku.com/downloads/Next-Generation-Character-Rendering-v6.pptx pg110
|
||||
half saturation = s.scatteringMask * _SssAoSaturation;
|
||||
|
||||
s.albedo = pow(s.albedo, (1.0h + saturation) - saturation * s.ambientOcclusion);
|
||||
return aLegacyStandardIndirect(i, s);
|
||||
}
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aDissolve(s);
|
||||
|
||||
half4 base = aBase(s);
|
||||
|
||||
s.baseColor = base.rgb;
|
||||
s.subsurface = A_SS(s, base.a);
|
||||
|
||||
half4 material = aSampleMaterial(s);
|
||||
|
||||
s.scatteringMask = material.A_METALLIC_CHANNEL;
|
||||
s.metallic = 0.0h;
|
||||
s.ambientOcclusion = aLerpOneTo(material.A_AO_CHANNEL, _Occlusion);
|
||||
s.specularity = _Specularity * material.A_SPECULARITY_CHANNEL;
|
||||
s.roughness = _Roughness * material.A_ROUGHNESS_CHANNEL;
|
||||
|
||||
s.normalTangent = A_NT(s, aSampleBump(s));
|
||||
s.blurredNormalTangent = aSampleBumpBias(s, A_SKIN_BUMP_BLUR_BIAS);
|
||||
|
||||
aDetail(s);
|
||||
aTeamColor(s);
|
||||
aDecal(s);
|
||||
aRim(s);
|
||||
aEmission(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_LEGACY_SHADERS_DEFINITION_SKIN_CGINC
|
||||
@@ -0,0 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 592351fd2bda43b479a4596b48e53d66
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
@@ -0,0 +1,27 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file TriPlanar.cginc
|
||||
/// @brief TriPlanar shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_TRIPLANAR_CGINC
|
||||
#define ALLOY_LEGACY_SHADERS_DEFINITION_TRIPLANAR_CGINC
|
||||
|
||||
#define A_ROUGHNESS_SOURCE_BASE_COLOR_ALPHA
|
||||
#define A_TRIPLANAR_ON
|
||||
#define A_RIM_EFFECTS_MAP_OFF
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
aTriPlanar(s);
|
||||
aRim(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_LEGACY_SHADERS_DEFINITION_TRIPLANAR_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af89b12906000ca4d949e437a831c082
|
||||
timeCreated: 1472680907
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,78 @@
|
||||
// Alloy Physical Shader Framework
|
||||
// Copyright 2013-2017 RUST LLC.
|
||||
// http://www.alloy.rustltd.com/
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
/// @file VertexBlend.cginc
|
||||
/// @brief Vertex Blend shader definition.
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#ifndef ALLOY_LEGACY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC
|
||||
#define ALLOY_LEGACY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC
|
||||
|
||||
#define A_ROUGHNESS_SOURCE_BASE_COLOR_ALPHA
|
||||
|
||||
#ifndef A_VERTEX_COLOR_IS_DATA
|
||||
#define A_VERTEX_COLOR_IS_DATA
|
||||
#endif
|
||||
|
||||
#define A_METALLIC_ON
|
||||
#define A_SPECULAR_TINT_ON
|
||||
#define A_DETAIL_MASK_OFF
|
||||
|
||||
#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
|
||||
#include "Assets/Alloy/Shaders/Type/Standard.cginc"
|
||||
|
||||
half _TriplanarBlendSharpness;
|
||||
|
||||
half4 _Splat0Tint;
|
||||
A_SAMPLER_2D(_Splat0);
|
||||
sampler2D _Normal0;
|
||||
half _Metallic0;
|
||||
half _SplatSpecularity0;
|
||||
half _SplatSpecularTint0;
|
||||
half _SplatRoughness0;
|
||||
|
||||
half4 _Splat1Tint;
|
||||
A_SAMPLER_2D(_Splat1);
|
||||
sampler2D _Normal1;
|
||||
half _Metallic1;
|
||||
half _SplatSpecularity1;
|
||||
half _SplatSpecularTint1;
|
||||
half _SplatRoughness1;
|
||||
|
||||
half4 _Splat2Tint;
|
||||
A_SAMPLER_2D(_Splat2);
|
||||
sampler2D _Normal2;
|
||||
half _Metallic2;
|
||||
half _SplatSpecularity2;
|
||||
half _SplatSpecularTint2;
|
||||
half _SplatRoughness2;
|
||||
|
||||
half4 _Splat3Tint;
|
||||
A_SAMPLER_2D(_Splat3);
|
||||
sampler2D _Normal3;
|
||||
half _Metallic3;
|
||||
half _SplatSpecularity3;
|
||||
half _SplatSpecularTint3;
|
||||
half _SplatRoughness3;
|
||||
|
||||
void aSurfaceShader(
|
||||
inout ASurface s)
|
||||
{
|
||||
half4 splatControl = s.vertexColor;
|
||||
|
||||
splatControl /= (dot(splatControl, A_ONE4) + A_EPSILON);
|
||||
|
||||
ASplatContext sc = aNewSplatContext(s, _TriplanarBlendSharpness, 1.0f);
|
||||
ASplat sp0 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat0), _Splat0, _Normal0, _Splat0Tint, 0.0h, _Metallic0, _SplatSpecularity0, _SplatSpecularTint0, _SplatRoughness0, 1.0h, 1.0h);
|
||||
ASplat sp1 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat1), _Splat1, _Normal1, _Splat1Tint, 0.0h, _Metallic1, _SplatSpecularity1, _SplatSpecularTint1, _SplatRoughness1, 1.0h, 1.0h);
|
||||
ASplat sp2 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat2), _Splat2, _Normal2, _Splat2Tint, 0.0h, _Metallic2, _SplatSpecularity2, _SplatSpecularTint2, _SplatRoughness2, 1.0h, 1.0h);
|
||||
ASplat sp3 = aNewSplat(sc, A_SAMPLER_2D_INPUT(_Splat3), _Splat3, _Normal3, _Splat3Tint, 0.0h, _Metallic3, _SplatSpecularity3, _SplatSpecularTint3, _SplatRoughness3, 1.0h, 1.0h);
|
||||
|
||||
aApplyTerrainSplats(s, splatControl, sp0, sp1, sp2, sp3);
|
||||
aCutout(s);
|
||||
aDetail(s);
|
||||
}
|
||||
|
||||
#endif // ALLOY_LEGACY_SHADERS_DEFINITION_VERTEX_BLEND_CGINC
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4336d3976cbfc8740a237887a1d65eb7
|
||||
timeCreated: 1430262367
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user