123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282 |
- #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
|