// 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