#ifndef FLATKIT_LIGHTING_DR_INCLUDED #define FLATKIT_LIGHTING_DR_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" inline half NdotLTransition(half3 normal, half3 lightDir, half selfShadingSize, half shadowEdgeSize, half flatness) { const half NdotL = dot(normal, lightDir); const half angleDiff = saturate((NdotL * 0.5 + 0.5) - selfShadingSize); const half angleDiffTransition = smoothstep(0, shadowEdgeSize, angleDiff); return lerp(angleDiff, angleDiffTransition, flatness); } inline half NdotLTransitionPrimary(half3 normal, half3 lightDir) { return NdotLTransition(normal, lightDir, _SelfShadingSize, _ShadowEdgeSize, _Flatness); } #if defined(DR_CEL_EXTRA_ON) inline half NdotLTransitionExtra(half3 normal, half3 lightDir) { return NdotLTransition(normal, lightDir, _SelfShadingSizeExtra, _ShadowEdgeSizeExtra, _FlatnessExtra); } #endif inline half NdotLTransitionTexture(half3 normal, half3 lightDir, sampler2D stepTex) { const half NdotL = dot(normal, lightDir); const half angleDiff = saturate((NdotL * 0.5 + 0.5) - _SelfShadingSize * 0.0); const half4 rampColor = tex2D(stepTex, half2(angleDiff, 0.5)); // NOTE: The color channel here corresponds to the texture format in the shader editor script. const half angleDiffTransition = rampColor.r; return angleDiffTransition; } inline void ApplyLightToColor(Light light, inout half3 c) { #if defined(_UNITYSHADOWMODE_MULTIPLY) c *= lerp(1, light.shadowAttenuation, _UnityShadowPower); #endif #if defined(_UNITYSHADOWMODE_COLOR) c = lerp(lerp(c, _UnityShadowColor.rgb, _UnityShadowColor.a), c, light.shadowAttenuation); #endif c.rgb *= light.color * light.distanceAttenuation; } half3 LightingPhysicallyBased_DSTRM(Light light, InputData inputData) { // If all light in the scene is baked, we use custom light direction for the cel shading. #if defined(LIGHTMAP_ON) light.direction = _LightmapDirection; #else light.direction = lerp(light.direction, _LightmapDirection, _OverrideLightmapDir); #endif half4 c = _BaseColor; #if defined(_CELPRIMARYMODE_SINGLE) const half NdotLTPrimary = NdotLTransitionPrimary(inputData.normalWS, light.direction); c = lerp(_ColorDim, c, NdotLTPrimary); #endif // _CELPRIMARYMODE_SINGLE #if defined(_CELPRIMARYMODE_STEPS) const half NdotLTSteps = NdotLTransitionTexture(inputData.normalWS, light.direction, _CelStepTexture); c = lerp(_ColorDimSteps, c, NdotLTSteps); #endif // _CELPRIMARYMODE_STEPS #if defined(_CELPRIMARYMODE_CURVE) const half NdotLTCurve = NdotLTransitionTexture(inputData.normalWS, light.direction, _CelCurveTexture); c = lerp(_ColorDimCurve, c, NdotLTCurve); #endif // _CELPRIMARYMODE_CURVE #if defined(DR_CEL_EXTRA_ON) const half NdotLTExtra = NdotLTransitionExtra(inputData.normalWS, light.direction); c = lerp(_ColorDimExtra, c, NdotLTExtra); #endif // DR_CEL_EXTRA_ON #if defined(DR_GRADIENT_ON) const float angleRadians = _GradientAngle / 180.0 * PI; #if defined(_GRADIENTSPACE_WORLD) const float2 position = inputData.positionWS.xy; #else const float2 position = TransformWorldToObject(inputData.positionWS).xy; #endif const float posGradRotated = (position.x - _GradientCenterX) * sin(angleRadians) + (position.y - _GradientCenterY) * cos(angleRadians); const half gradientFactor = saturate((_GradientSize * 0.5 - posGradRotated) / _GradientSize); c = lerp(c, _ColorGradient, gradientFactor); #endif // DR_GRADIENT_ON const half NdotL = dot(inputData.normalWS, light.direction); #if defined(DR_RIM_ON) const float rim = 1.0 - dot(inputData.viewDirectionWS, inputData.normalWS); const float rimSpread = 1.0 - _FlatRimSize - NdotL * _FlatRimLightAlign; const float rimEdgeSmooth = _FlatRimEdgeSmoothness; const float rimTransition = smoothstep(rimSpread - rimEdgeSmooth * 0.5, rimSpread + rimEdgeSmooth * 0.5, rim); c.rgb = lerp(c.rgb, _FlatRimColor.rgb, rimTransition * _FlatRimColor.a); #endif // DR_RIM_ON #if defined(DR_SPECULAR_ON) // Halfway between lighting direction and view vector. const float3 halfVector = normalize(light.direction + inputData.viewDirectionWS); const float NdotH = dot(inputData.normalWS, halfVector) * 0.5 + 0.5; const float specular = saturate(pow(abs(NdotH), 100.0 * (1.0 - _FlatSpecularSize) * (1.0 - _FlatSpecularSize))); const float specularTransition = smoothstep(0.5 - _FlatSpecularEdgeSmoothness * 0.1, 0.5 + _FlatSpecularEdgeSmoothness * 0.1, specular); c = lerp(c, _FlatSpecularColor, specularTransition); #endif // DR_SPECULAR_ON #if defined(_UNITYSHADOW_OCCLUSION) const float occludedAttenuation = smoothstep(0.25, 0.0, -min(NdotL, 0)); light.shadowAttenuation *= occludedAttenuation; light.distanceAttenuation *= occludedAttenuation; #endif ApplyLightToColor(light, c.rgb); return c.rgb; } void StylizeLight(inout Light light) { const half shadowAttenuation = saturate(light.shadowAttenuation * _UnityShadowSharpness); light.shadowAttenuation = shadowAttenuation; const float distanceAttenuation = smoothstep(0, _LightFalloffSize + 0.001, light.distanceAttenuation); light.distanceAttenuation = distanceAttenuation; /* #if LIGHTMAP_ON const half3 lightColor = 0; #else */ const half3 lightColor = lerp(half3(1, 1, 1), light.color, _LightContribution); /* #endif */ light.color = lightColor; } half4 UniversalFragment_DSTRM(InputData inputData, SurfaceData surfaceData, float2 uv) { const half4 shadowMask = CalculateShadowMask(inputData); #if VERSION_GREATER_EQUAL(10, 0) Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); #else Light mainLight = GetMainLight(inputData.shadowCoord); #endif #if UNITY_VERSION >= 202220 uint meshRenderingLayers = GetMeshRenderingLayer(); #elif VERSION_GREATER_EQUAL(12, 0) uint meshRenderingLayers = GetMeshRenderingLightLayer(); #endif #if LIGHTMAP_ON mainLight.distanceAttenuation = 1.0; #endif StylizeLight(mainLight); #if defined(_SCREEN_SPACE_OCCLUSION) AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV); mainLight.color *= aoFactor.directAmbientOcclusion; inputData.bakedGI *= aoFactor.indirectAmbientOcclusion; #endif MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, shadowMask); // Apply Flat Kit stylizing to `inputData.bakedGI` (which is half3). #if LIGHTMAP_ON // Apply cel shading. Can also separate modes by `#if defined(_CELPRIMARYMODE_SINGLE)` etc. // length(inputData.bakedGI) can be replaced with inputData.bakedGI to use light map color more directly. /* float lighmapEdgeSize = saturate(_ShadowEdgeSize * 10.0); inputData.bakedGI = lerp(_ColorDim.rgb, _BaseColor.rgb, smoothstep(_SelfShadingSize - lighmapEdgeSize, _SelfShadingSize + lighmapEdgeSize, length(inputData.bakedGI))); // Apply shadow modes #if defined(_UNITYSHADOWMODE_MULTIPLY) inputData.bakedGI = lerp(1, inputData.bakedGI, (1 - inputData.bakedGI) * _UnityShadowPower); #endif #if defined(_UNITYSHADOWMODE_COLOR) inputData.bakedGI = lerp(inputData.bakedGI, _UnityShadowColor.rgb, _UnityShadowColor.a * inputData.bakedGI); #endif */ #endif const half4 albedo = half4(surfaceData.albedo + surfaceData.emission, surfaceData.alpha); const float2 detailUV = TRANSFORM_TEX(uv, _DetailMap); const half4 detail = SAMPLE_TEXTURE2D(_DetailMap, sampler_DetailMap, detailUV); #if defined(_BASEMAP_PREMULTIPLY) const half3 brdf = albedo.rgb; #else const half3 brdf = _BaseColor.rgb; #endif BRDFData brdfData; InitializeBRDFData(brdf, 1.0 - 1.0 / kDielectricSpec.a, 0, 0, surfaceData.alpha, brdfData); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, 1.0, inputData.normalWS, inputData.viewDirectionWS); #if VERSION_GREATER_EQUAL(12, 0) #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers)) #endif #endif color += LightingPhysicallyBased_DSTRM(mainLight, inputData); #if defined(_ADDITIONAL_LIGHTS) uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);//, aoFactor); StylizeLight(light); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { color += LightingPhysicallyBased_DSTRM(light, inputData); } } #endif LIGHT_LOOP_BEGIN(pixelLightCount) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask);//, aoFactor); StylizeLight(light); #ifdef _LIGHT_LAYERS if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { color += LightingPhysicallyBased_DSTRM(light, inputData); } LIGHT_LOOP_END #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX color += inputData.vertexLighting * brdfData.diffuse; #endif // Base map. { #if defined(_TEXTUREBLENDINGMODE_ADD) color += lerp(half3(0.0f, 0.0f, 0.0f), albedo.rgb, _TextureImpact); #else // _TEXTUREBLENDINGMODE_MULTIPLY color *= lerp(half3(1.0f, 1.0f, 1.0f), albedo.rgb, _TextureImpact); #endif } // Detail map. { #if defined(_DETAILMAPBLENDINGMODE_ADD) color += lerp(0, _DetailMapColor.rgb, detail.rgb * _DetailMapImpact).rgb; #endif #if defined(_DETAILMAPBLENDINGMODE_MULTIPLY) // color *= lerp(1, _DetailMapColor.rgb, detail.rgb * _DetailMapImpact).rgb; color *= lerp(1, detail.rgb * _DetailMapColor.rgb, _DetailMapImpact).rgb; #endif #if defined(_DETAILMAPBLENDINGMODE_INTERPOLATE) color = lerp(color, detail.rgb, _DetailMapImpact * _DetailMapColor.rgb * detail.a).rgb; #endif } color += surfaceData.emission; #ifdef _DBUFFER // Modified `DBuffer.hlsl` function `ApplyDecalToBaseColor` to use light attenuation. FETCH_DBUFFER(DBuffer, _DBufferTexture, int2(inputData.positionCS.xy)); DecalSurfaceData decalSurfaceData; DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData); half3 decalColor = decalSurfaceData.baseColor.xyz; ApplyLightToColor(mainLight, decalColor); color.xyz = color.xyz * decalSurfaceData.baseColor.w + decalColor; #endif return half4(color, surfaceData.alpha); } #endif // FLATKIT_LIGHTING_DR_INCLUDED