| 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);}#endifinline 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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