Files
H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Deferred/Light.cginc
T
2022-01-22 20:13:49 -08:00

95 lines
3.0 KiB
HLSL

// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Light.cginc
/// @brief Deferred light pass vertex & fragment shaders.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFERRED_LIGHT_CGINC
#define ALLOY_SHADERS_DEFERRED_LIGHT_CGINC
#define A_DIRECT_LIGHTING_PASS
#include "Assets/Alloy/Shaders/Framework/Deferred.cginc"
unity_v2f_deferred aMainVertexShader(
float4 vertex : POSITION,
float3 normal : NORMAL)
{
return vert_deferred(vertex, normal);
}
#ifdef UNITY_HDR_ON
half4
#else
fixed4
#endif
aMainFragmentShader(
unity_v2f_deferred i) : SV_Target
{
ASurface s = aDeferredSurface(i);
ADirect d = aNewDirect();
float fadeDist = UnityComputeShadowFadeDistance(s.positionWorld, s.viewDepth);
float4 lightCoord = 0.0f;
float3 lightVector = 0.0f;
half3 lightAxis = 0.0h;
half range = 1.0h;
half4 c = 0.0h;
d.color = _LightColor.rgb;
#ifndef DIRECTIONAL
lightCoord = mul(unity_WorldToLight, float4(s.positionWorld, 1.0f));
#endif
#if defined(USING_DIRECTIONAL_LIGHT)
lightVector = -_LightDir.xyz;
d.shadow = UnityDeferredComputeShadow(s.positionWorld, fadeDist, s.screenUv);
#if !defined(ALLOY_SUPPORT_REDLIGHTS) && defined(DIRECTIONAL_COOKIE)
aLightCookie(d, tex2Dbias(_LightTexture0, float4(lightCoord.xy, 0, -8)));
#endif
#elif defined(POINT) || defined(POINT_COOKIE) || defined(SPOT)
lightVector = _LightPos.xyz - s.positionWorld;
lightAxis = normalize(unity_WorldToLight[1].xyz);
range = rsqrt(_LightPos.w); // _LightPos.w = 1/r*r
#if defined(SPOT)
// negative bias because http://aras-p.info/blog/2010/01/07/screenspace-vs-mip-mapping/
half4 cookie = tex2Dbias(_LightTexture0, float4(lightCoord.xy / lightCoord.w, 0, -8));
cookie.a *= (lightCoord.w < 0.0f);
aLightCookie(d, cookie);
d.shadow = UnityDeferredComputeShadow(s.positionWorld, fadeDist, s.screenUv);
#elif defined(POINT) || defined(POINT_COOKIE)
d.shadow = UnityDeferredComputeShadow(-lightVector, fadeDist, s.screenUv);
#if defined (POINT_COOKIE)
aLightCookie(d, texCUBEbias(_LightTexture0, float4(lightCoord.xyz, -8)));
#endif //POINT_COOKIE
#endif //POINT || POINT_COOKIE
A_UNITY_ATTENUATION(d, _LightTextureB0, lightVector, _LightPos.w)
#endif
#if !defined(ALLOY_SUPPORT_REDLIGHTS) || !defined(DIRECTIONAL_COOKIE)
aAreaLight(d, s, _LightColor, lightAxis, lightVector, range);
#else
d.direction = lightVector;
d.color *= redLightFunctionLegacy(_LightTexture0, s.positionWorld, s.normalWorld, s.viewDirWorld, d.direction);
aDirectionalLight(d, s);
#endif
c.rgb = aHdrClamp(aDirectLighting(d, s));
#ifdef UNITY_HDR_ON
return c;
#else
return exp2(-c);
#endif
}
#endif // ALLOY_SHADERS_DEFERRED_LIGHT_CGINC