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msk
2022-01-22 20:13:49 -08:00
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
#ifndef AUTOLIGHT_INCLUDED
#define AUTOLIGHT_INCLUDED
#include "HLSLSupport.cginc"
#include "UnityShadowLibrary.cginc"
#define unityShadowCoord float
#define unityShadowCoord2 float2
#define unityShadowCoord3 float3
#define unityShadowCoord4 float4
#define unityShadowCoord4x4 float4x4
// ----------------
// Shadow helpers
// ----------------
// If none of the keywords are defined, assume directional?
#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE)
#define DIRECTIONAL
#endif
// ---- Screen space direction light shadows helpers (any version)
#if defined (SHADOWS_SCREEN)
#if defined(UNITY_NO_SCREENSPACE_SHADOWS)
UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) );
inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord)
{
#if defined(SHADOWS_NATIVE)
fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz);
shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r);
return shadow;
#else
unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy);
// tegra is confused if we use _LightShadowData.x directly
// with "ambiguous overloaded function reference max(mediump float, float)"
unityShadowCoord lightShadowDataX = _LightShadowData.x;
unityShadowCoord threshold = shadowCoord.z;
return max(dist > threshold, lightShadowDataX);
#endif
}
#else // UNITY_NO_SCREENSPACE_SHADOWS
UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture);
#define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos);
inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord)
{
fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord);
return shadow;
}
#endif
#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1;
#define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord)
#endif
// -----------------------------
// Shadow helpers (5.6+ version)
// -----------------------------
// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates.
// if also supports ShadowMask (separately baked shadows for lightmapped objects)
half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos)
{
//fade value
float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz);
float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist);
half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist);
//baked occlusion if any
half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos);
half realtimeShadowAttenuation = 1.0f;
//directional realtime shadow
#if defined (SHADOWS_SCREEN)
#if defined(UNITY_NO_SCREENSPACE_SHADOWS)
realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)));
#else
//Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below.
realtimeShadowAttenuation = unitySampleShadow(screenPos);
#endif
#endif
#if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING)
//avoid expensive shadows fetches in the distance where coherency will be good
UNITY_BRANCH
if (realtimeToBakedShadowFade < (1.0f - 1e-2f))
{
#endif
//spot realtime shadow
#if (defined (SHADOWS_DEPTH) && defined (SPOT))
unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1));
realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord);
#endif
//point realtime shadow
#if defined (SHADOWS_CUBE)
realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz);
#endif
#if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING)
}
#endif
return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade);
}
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons
# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1)
# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a)
# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a)
#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead
# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1)
# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a)
# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord)
#else
# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord2 _ShadowCoord : TEXCOORD##idx1;
# if defined(SHADOWS_SHADOWMASK)
# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord = coord * unity_LightmapST.xy + unity_LightmapST.zw;
# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME)
# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord, worldPos, 0)
# else
# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord, 0, 0)
# endif
# else
# define UNITY_TRANSFER_SHADOW(a, coord)
# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE))
# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, 0)
# else
#if UNITY_LIGHT_PROBE_PROXY_VOLUME
# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, 0)
#else
# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0)
#endif
# endif
# endif
#endif
// Alloy
// NOTE: Output shadow for forward base pass SHADOWS_SCREEN lightmaps.
#define A_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); o.PositionWorld = worldPos; o.Shadow = destName;
#ifdef POINT
sampler2D _LightTexture0;
unityShadowCoord4x4 unity_WorldToLight;
#define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) A_LIGHT_ATTENUATION(destName, input, worldPos)
#endif
#ifdef SPOT
sampler2D _LightTexture0;
unityShadowCoord4x4 unity_WorldToLight;
sampler2D _LightTextureB0;
inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord)
{
return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w;
}
inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord)
{
return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).UNITY_ATTEN_CHANNEL;
}
#define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) A_LIGHT_ATTENUATION(destName, input, worldPos)
#endif
#ifdef DIRECTIONAL
#define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) A_LIGHT_ATTENUATION(destName, input, worldPos)
#endif
#ifdef POINT_COOKIE
samplerCUBE _LightTexture0;
unityShadowCoord4x4 unity_WorldToLight;
sampler2D _LightTextureB0;
#define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) A_LIGHT_ATTENUATION(destName, input, worldPos)
#endif
#ifdef DIRECTIONAL_COOKIE
sampler2D _LightTexture0;
unityShadowCoord4x4 unity_WorldToLight;
#define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) A_LIGHT_ATTENUATION(destName, input, worldPos)
#endif
// -----------------------------
// Light/Shadow helpers (4.x version)
// -----------------------------
// This version computes light coordinates in the vertex shader and passes them to the fragment shader.
// ---- Spot light shadows
#if defined (SHADOWS_DEPTH) && defined (SPOT)
#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1;
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex));
#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord)
#endif
// ---- Point light shadows
#if defined (SHADOWS_CUBE)
#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1;
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz;
#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord)
#endif
// ---- Shadows off
#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE)
#define SHADOW_COORDS(idx1)
#define TRANSFER_SHADOW(a)
#define SHADOW_ATTENUATION(a) 1.0
#endif
#ifdef POINT
#define LIGHTING_COORDS(idx1,idx2) unityShadowCoord3 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, dot(a._LightCoord,a._LightCoord).rr).UNITY_ATTEN_CHANNEL * SHADOW_ATTENUATION(a))
#endif
#ifdef SPOT
#define LIGHTING_COORDS(idx1,idx2) unityShadowCoord4 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) )
#endif
#ifdef DIRECTIONAL
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a)
#endif
#ifdef POINT_COOKIE
#define LIGHTING_COORDS(idx1,idx2) unityShadowCoord3 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).UNITY_ATTEN_CHANNEL * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a))
#endif
#ifdef DIRECTIONAL_COOKIE
#define LIGHTING_COORDS(idx1,idx2) unityShadowCoord2 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xy; TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a))
#endif
#endif
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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
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