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							- #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
 
 
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