mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
Initial commit
This commit is contained in:
@@ -0,0 +1,244 @@
|
||||
// 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
|
||||
Reference in New Issue
Block a user