685 lines
23 KiB
Markdown
685 lines
23 KiB
Markdown
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## 各种定义
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根据是否开启天使环渲染与`_MAIN_LIGHT_SHADOWS`来定义顶点输入与输出格式。
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```c#
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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#ifdef _IS_ANGELRING_OFF
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float2 lightmapUV : TEXCOORD1;
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#elif _IS_ANGELRING_ON
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float2 texcoord1 : TEXCOORD1;
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float2 lightmapUV : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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//v.2.0.4
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#ifdef _IS_ANGELRING_OFF
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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float3 tangentDir : TEXCOORD3;
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float3 bitangentDir : TEXCOORD4;
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//v.2.0.7
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float mirrorFlag : TEXCOORD5;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 6);
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#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
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half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
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#else
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half fogFactor : TEXCOORD7;
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#endif
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# ifndef _MAIN_LIGHT_SHADOWS
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float4 positionCS : TEXCOORD8;
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int mainLightID : TEXCOORD9;
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# else
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float4 shadowCoord : TEXCOORD8;
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float4 positionCS : TEXCOORD9;
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int mainLightID : TEXCOORD10;
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# endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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//
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#elif _IS_ANGELRING_ON
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float2 uv1 : TEXCOORD1;
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float4 posWorld : TEXCOORD2;
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float3 normalDir : TEXCOORD3;
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float3 tangentDir : TEXCOORD4;
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float3 bitangentDir : TEXCOORD5;
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//v.2.0.7
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float mirrorFlag : TEXCOORD6;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 7);
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#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
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half4 fogFactorAndVertexLight : TEXCOORD8; // x: fogFactor, yzw: vertex light
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#else
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half fogFactor : TEXCOORD8; // x: fogFactor, yzw: vertex light
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#endif
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# ifndef _MAIN_LIGHT_SHADOWS
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float4 positionCS : TEXCOORD9;
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int mainLightID : TEXCOORD10;
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# else
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float4 shadowCoord : TEXCOORD9;
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float4 positionCS : TEXCOORD10;
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int mainLightID : TEXCOORD11;
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# endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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#else
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LIGHTING_COORDS(7,8)
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UNITY_FOG_COORDS(9)
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#endif
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//
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};
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//灯光数据
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struct UtsLight
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{
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float3 direction;
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float3 color;
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float distanceAttenuation;
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real shadowAttenuation;
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int type;
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};
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```
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根据宏定义宏:`_ADDITIONAL_LIGHTS`=>`REQUIRES_WORLD_SPACE_POS_INTERPOLATOR`,`_MAIN_LIGHT_SHADOWS`=>`REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR`。以及一些函数:
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```c#
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// RaytracedHardShadow
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// This is global texture. what to do with SRP Batcher.
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#define UNITY_PROJ_COORD(a) a
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#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
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#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
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TEXTURE2D_SAMPLER2D(_RaytracedHardShadow, sampler_RaytracedHardShadow);
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float4 _RaytracedHardShadow_TexelSize;
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//function to rotate the UV: RotateUV()
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//float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g);
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float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
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{
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float RotateUV_ang = _radian;
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float RotateUV_cos = cos(_time*RotateUV_ang);
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float RotateUV_sin = sin(_time*RotateUV_ang);
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return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
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}
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//
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fixed3 DecodeLightProbe( fixed3 N ){
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return ShadeSH9(float4(N,1));
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}
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inline void InitializeStandardLitSurfaceDataUTS(float2 uv, out SurfaceData outSurfaceData)
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{
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outSurfaceData = (SurfaceData)0;
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// half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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half4 albedoAlpha = half4(1.0,1.0,1.0,1.0);
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outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
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half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
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outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
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#if _SPECULAR_SETUP
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outSurfaceData.metallic = 1.0h;
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outSurfaceData.specular = specGloss.rgb;
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#else
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outSurfaceData.metallic = specGloss.r;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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#endif
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outSurfaceData.smoothness = specGloss.a;
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outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
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outSurfaceData.occlusion = SampleOcclusion(uv);
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outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
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}
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half3 GlobalIlluminationUTS(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS)
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{
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half3 reflectVector = reflect(-viewDirectionWS, normalWS);
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half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));
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half3 indirectDiffuse = bakedGI * occlusion;
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half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion);
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return EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
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}
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```
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## 顶点着色器
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计算
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- 顶点法线、切线、次级法线
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- 裁剪过的顶点世界坐标
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- 使用`ComputeFogFactor`(FOG_LINEAR、FOG_EXP与FOG_EXP2)计算`fogFactorAndVertexLight`或者`fogFactor`。
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- shadowCoord
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- mainLightID
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如果开启天使环渲染,则增加一个TexCoord1为天使环UV坐标。
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```c#
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VertexOutput vert (VertexInput v) {
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.uv0 = v.texcoord0;
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//v.2.0.4
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#ifdef _IS_ANGELRING_OFF
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//
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#elif _IS_ANGELRING_ON
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o.uv1 = v.texcoord1;
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#endif
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o.normalDir = UnityObjectToWorldNormal(v.normal);
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o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
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o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
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o.posWorld = mul(unity_ObjectToWorld, v.vertex);
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o.pos = UnityObjectToClipPos( v.vertex );
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//v.2.0.7 Detection of the inside the mirror (right or left-handed) o.mirrorFlag = -1 then "inside the mirror".
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float3 crossFwd = cross(UNITY_MATRIX_V[0].xyz, UNITY_MATRIX_V[1].xyz);
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o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2].xyz) < 0 ? 1 : -1;
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//
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float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
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float4 positionCS = TransformWorldToHClip(positionWS);
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half3 vertexLight = VertexLighting(o.posWorld.xyz, o.normalDir);
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half fogFactor = ComputeFogFactor(positionCS.z);
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OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
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OUTPUT_SH(o.normalDir.xyz, o.vertexSH);
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# if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
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o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#else
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o.fogFactor = fogFactor;
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#endif
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o.positionCS = positionCS;
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#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
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#if SHADOWS_SCREEN
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o.shadowCoord = ComputeScreenPos(positionCS);
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#else
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o.shadowCoord = TransformWorldToShadowCoord(o.posWorld.xyz);
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#endif
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o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, o.shadowCoord, positionCS);
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#else
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o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, 0, positionCS);
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#endif
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return o;
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}
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```
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## 像素着色器
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UTS的着色模式有两种,分别封装在`UniversalToonBodyDoubleShadeWithFeather.hlsl`与`UniversalToonBodyShadingGradeMap`中。
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```c#
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float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET
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{
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#if defined(_SHADINGGRADEMAP)
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return fragShadingGradeMap(i, facing);
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#else
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return fragDoubleShadeFeather(i, facing);
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#endif
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}
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```
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## 透明与裁剪
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`ClippingMode`设置为非off后才会开启裁剪选项。拥有以下功能:
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- 裁剪Mask反转
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- 使用BaseMap的Alpha通道作为Mask
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- 裁剪强度与透明度强度
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这个功能通常用来除了头发之类的透明物体。
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## 完整代码
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```c#
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#if (SHADER_LIBRARY_VERSION_MAJOR ==7 && SHADER_LIBRARY_VERSION_MINOR >= 3) || (SHADER_LIBRARY_VERSION_MAJOR >= 8)
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# ifdef _ADDITIONAL_LIGHTS
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# ifndef REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
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# define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
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# endif
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# endif
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#else
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# ifdef _MAIN_LIGHT_SHADOWS
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//# if !defined(_MAIN_LIGHT_SHADOWS_CASCADE)
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# ifndef REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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# define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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# endif
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//# endif
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# endif
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# ifdef _ADDITIONAL_LIGHTS
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# ifndef REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
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# define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR
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# endif
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# endif
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#endif
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// RaytracedHardShadow
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// This is global texture. what to do with SRP Batcher.
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#define UNITY_PROJ_COORD(a) a
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#define UNITY_SAMPLE_SCREEN_SHADOW(tex, uv) tex2Dproj( tex, UNITY_PROJ_COORD(uv) ).r
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#define TEXTURE2D_SAMPLER2D(textureName, samplerName) Texture2D textureName; SamplerState samplerName
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TEXTURE2D_SAMPLER2D(_RaytracedHardShadow, sampler_RaytracedHardShadow);
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float4 _RaytracedHardShadow_TexelSize;
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//function to rotate the UV: RotateUV()
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//float2 rotatedUV = RotateUV(i.uv0, (_angular_Verocity*3.141592654), float2(0.5, 0.5), _Time.g);
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float2 RotateUV(float2 _uv, float _radian, float2 _piv, float _time)
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{
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float RotateUV_ang = _radian;
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float RotateUV_cos = cos(_time*RotateUV_ang);
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float RotateUV_sin = sin(_time*RotateUV_ang);
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return (mul(_uv - _piv, float2x2( RotateUV_cos, -RotateUV_sin, RotateUV_sin, RotateUV_cos)) + _piv);
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}
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//
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fixed3 DecodeLightProbe( fixed3 N ){
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return ShadeSH9(float4(N,1));
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}
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inline void InitializeStandardLitSurfaceDataUTS(float2 uv, out SurfaceData outSurfaceData)
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{
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outSurfaceData = (SurfaceData)0;
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// half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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half4 albedoAlpha = half4(1.0,1.0,1.0,1.0);
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outSurfaceData.alpha = Alpha(albedoAlpha.a, _BaseColor, _Cutoff);
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half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a);
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outSurfaceData.albedo = albedoAlpha.rgb * _BaseColor.rgb;
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#if _SPECULAR_SETUP
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outSurfaceData.metallic = 1.0h;
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outSurfaceData.specular = specGloss.rgb;
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#else
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outSurfaceData.metallic = specGloss.r;
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outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
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#endif
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outSurfaceData.smoothness = specGloss.a;
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outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
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outSurfaceData.occlusion = SampleOcclusion(uv);
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outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
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}
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half3 GlobalIlluminationUTS(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS)
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{
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half3 reflectVector = reflect(-viewDirectionWS, normalWS);
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half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS)));
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half3 indirectDiffuse = bakedGI * occlusion;
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half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion);
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return EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm);
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}
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struct VertexInput {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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float2 texcoord0 : TEXCOORD0;
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#ifdef _IS_ANGELRING_OFF
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float2 lightmapUV : TEXCOORD1;
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#elif _IS_ANGELRING_ON
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float2 texcoord1 : TEXCOORD1;
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float2 lightmapUV : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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float4 pos : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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//v.2.0.4
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#ifdef _IS_ANGELRING_OFF
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float4 posWorld : TEXCOORD1;
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float3 normalDir : TEXCOORD2;
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float3 tangentDir : TEXCOORD3;
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float3 bitangentDir : TEXCOORD4;
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//v.2.0.7
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float mirrorFlag : TEXCOORD5;
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 6);
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#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
|
|||
|
half4 fogFactorAndVertexLight : TEXCOORD7; // x: fogFactor, yzw: vertex light
|
|||
|
#else
|
|||
|
half fogFactor : TEXCOORD7;
|
|||
|
#endif
|
|||
|
|
|||
|
# ifndef _MAIN_LIGHT_SHADOWS
|
|||
|
float4 positionCS : TEXCOORD8;
|
|||
|
int mainLightID : TEXCOORD9;
|
|||
|
# else
|
|||
|
float4 shadowCoord : TEXCOORD8;
|
|||
|
float4 positionCS : TEXCOORD9;
|
|||
|
int mainLightID : TEXCOORD10;
|
|||
|
# endif
|
|||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|||
|
UNITY_VERTEX_OUTPUT_STEREO
|
|||
|
|
|||
|
//
|
|||
|
#elif _IS_ANGELRING_ON
|
|||
|
float2 uv1 : TEXCOORD1;
|
|||
|
float4 posWorld : TEXCOORD2;
|
|||
|
float3 normalDir : TEXCOORD3;
|
|||
|
float3 tangentDir : TEXCOORD4;
|
|||
|
float3 bitangentDir : TEXCOORD5;
|
|||
|
//v.2.0.7
|
|||
|
float mirrorFlag : TEXCOORD6;
|
|||
|
|
|||
|
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 7);
|
|||
|
#if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
|
|||
|
half4 fogFactorAndVertexLight : TEXCOORD8; // x: fogFactor, yzw: vertex light
|
|||
|
#else
|
|||
|
half fogFactor : TEXCOORD8; // x: fogFactor, yzw: vertex light
|
|||
|
#endif
|
|||
|
# ifndef _MAIN_LIGHT_SHADOWS
|
|||
|
float4 positionCS : TEXCOORD9;
|
|||
|
int mainLightID : TEXCOORD10;
|
|||
|
# else
|
|||
|
float4 shadowCoord : TEXCOORD9;
|
|||
|
float4 positionCS : TEXCOORD10;
|
|||
|
int mainLightID : TEXCOORD11;
|
|||
|
# endif
|
|||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|||
|
UNITY_VERTEX_OUTPUT_STEREO
|
|||
|
#else
|
|||
|
LIGHTING_COORDS(7,8)
|
|||
|
UNITY_FOG_COORDS(9)
|
|||
|
#endif
|
|||
|
//
|
|||
|
|
|||
|
};
|
|||
|
|
|||
|
// Abstraction over Light shading data.
|
|||
|
struct UtsLight
|
|||
|
{
|
|||
|
float3 direction;
|
|||
|
float3 color;
|
|||
|
float distanceAttenuation;
|
|||
|
real shadowAttenuation;
|
|||
|
int type;
|
|||
|
};
|
|||
|
|
|||
|
///////////////////////////////////////////////////////////////////////////////
|
|||
|
// Light Abstraction //
|
|||
|
/////////////////////////////////////////////////////////////////////////////
|
|||
|
real MainLightRealtimeShadowUTS(float4 shadowCoord, float4 positionCS)
|
|||
|
{
|
|||
|
#if !defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|||
|
return 1.0h;
|
|||
|
#endif
|
|||
|
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
|
|||
|
half4 shadowParams = GetMainLightShadowParams();
|
|||
|
#if defined(UTS_USE_RAYTRACING_SHADOW)
|
|||
|
float w = (positionCS.w == 0) ? 0.00001 : positionCS.w;
|
|||
|
float4 screenPos = ComputeScreenPos(positionCS/ w);
|
|||
|
return SAMPLE_TEXTURE2D(_RaytracedHardShadow, sampler_RaytracedHardShadow, screenPos);
|
|||
|
#endif
|
|||
|
|
|||
|
return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, false);
|
|||
|
}
|
|||
|
|
|||
|
real AdditionalLightRealtimeShadowUTS(int lightIndex, float3 positionWS, float4 positionCS)
|
|||
|
{
|
|||
|
#if defined(UTS_USE_RAYTRACING_SHADOW)
|
|||
|
float w = (positionCS.w == 0) ? 0.00001 : positionCS.w;
|
|||
|
float4 screenPos = ComputeScreenPos(positionCS / w);
|
|||
|
return SAMPLE_TEXTURE2D(_RaytracedHardShadow, sampler_RaytracedHardShadow, screenPos);
|
|||
|
#endif // UTS_USE_RAYTRACING_SHADOW
|
|||
|
|
|||
|
#if !defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
|
|||
|
return 1.0h;
|
|||
|
#endif
|
|||
|
|
|||
|
ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData();
|
|||
|
|
|||
|
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
|||
|
lightIndex = _AdditionalShadowsIndices[lightIndex];
|
|||
|
|
|||
|
// We have to branch here as otherwise we would sample buffer with lightIndex == -1.
|
|||
|
// However this should be ok for platforms that store light in SSBO.
|
|||
|
UNITY_BRANCH
|
|||
|
if (lightIndex < 0)
|
|||
|
return 1.0;
|
|||
|
|
|||
|
float4 shadowCoord = mul(_AdditionalShadowsBuffer[lightIndex].worldToShadowMatrix, float4(positionWS, 1.0));
|
|||
|
#else
|
|||
|
float4 shadowCoord = mul(_AdditionalLightsWorldToShadow[lightIndex], float4(positionWS, 1.0));
|
|||
|
#endif
|
|||
|
|
|||
|
half4 shadowParams = GetAdditionalLightShadowParams(lightIndex);
|
|||
|
return SampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_AdditionalLightsShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, true);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
UtsLight GetUrpMainUtsLight()
|
|||
|
{
|
|||
|
UtsLight light;
|
|||
|
light.direction = _MainLightPosition.xyz;
|
|||
|
// unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
|
|||
|
light.distanceAttenuation = unity_LightData.z;
|
|||
|
#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
|
|||
|
// unity_ProbesOcclusion.x is the mixed light probe occlusion data
|
|||
|
light.distanceAttenuation *= unity_ProbesOcclusion.x;
|
|||
|
#endif
|
|||
|
light.shadowAttenuation = 1.0;
|
|||
|
light.color = _MainLightColor.rgb;
|
|||
|
light.type = _MainLightPosition.w;
|
|||
|
return light;
|
|||
|
}
|
|||
|
|
|||
|
UtsLight GetUrpMainUtsLight(float4 shadowCoord, float4 positionCS)
|
|||
|
{
|
|||
|
UtsLight light = GetUrpMainUtsLight();
|
|||
|
light.shadowAttenuation = MainLightRealtimeShadowUTS(shadowCoord, positionCS);
|
|||
|
return light;
|
|||
|
}
|
|||
|
|
|||
|
// Fills a light struct given a perObjectLightIndex
|
|||
|
UtsLight GetAdditionalPerObjectUtsLight(int perObjectLightIndex, float3 positionWS,float4 positionCS)
|
|||
|
{
|
|||
|
// Abstraction over Light input constants
|
|||
|
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
|
|||
|
float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
|
|||
|
half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
|
|||
|
half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
|
|||
|
half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
|
|||
|
half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels;
|
|||
|
#else
|
|||
|
float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
|
|||
|
half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
|
|||
|
half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
|
|||
|
half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
|
|||
|
half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex];
|
|||
|
#endif
|
|||
|
|
|||
|
// Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
|
|||
|
// This way the following code will work for both directional and punctual lights.
|
|||
|
float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
|
|||
|
float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
|
|||
|
|
|||
|
half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
|
|||
|
half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
|
|||
|
|
|||
|
UtsLight light;
|
|||
|
light.direction = lightDirection;
|
|||
|
light.distanceAttenuation = attenuation;
|
|||
|
light.shadowAttenuation = AdditionalLightRealtimeShadowUTS(perObjectLightIndex, positionWS, positionCS);
|
|||
|
light.color = color;
|
|||
|
light.type = lightPositionWS.w;
|
|||
|
|
|||
|
// In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion`
|
|||
|
#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
|
|||
|
// First find the probe channel from the light.
|
|||
|
// Then sample `unity_ProbesOcclusion` for the baked occlusion.
|
|||
|
// If the light is not baked, the channel is -1, and we need to apply no occlusion.
|
|||
|
|
|||
|
// probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value.
|
|||
|
int probeChannel = lightOcclusionProbeInfo.x;
|
|||
|
|
|||
|
// lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1.
|
|||
|
half lightProbeContribution = lightOcclusionProbeInfo.y;
|
|||
|
|
|||
|
half probeOcclusionValue = unity_ProbesOcclusion[probeChannel];
|
|||
|
light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution);
|
|||
|
#endif
|
|||
|
|
|||
|
return light;
|
|||
|
}
|
|||
|
|
|||
|
// Fills a light struct given a loop i index. This will convert the i
|
|||
|
// index to a perObjectLightIndex
|
|||
|
UtsLight GetAdditionalUtsLight(uint i, float3 positionWS,float4 positionCS)
|
|||
|
{
|
|||
|
int perObjectLightIndex = GetPerObjectLightIndex(i);
|
|||
|
return GetAdditionalPerObjectUtsLight(perObjectLightIndex, positionWS, positionCS);
|
|||
|
}
|
|||
|
|
|||
|
half3 GetLightColor(UtsLight light)
|
|||
|
{
|
|||
|
return light.color * light.distanceAttenuation;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
#define INIT_UTSLIGHT(utslight) \
|
|||
|
utslight.direction = 0; \
|
|||
|
utslight.color = 0; \
|
|||
|
utslight.distanceAttenuation = 0; \
|
|||
|
utslight.shadowAttenuation = 0; \
|
|||
|
utslight.type = 0
|
|||
|
|
|||
|
|
|||
|
int DetermineUTS_MainLightIndex(float3 posW, float4 shadowCoord, float4 positionCS)
|
|||
|
{
|
|||
|
UtsLight mainLight;
|
|||
|
INIT_UTSLIGHT(mainLight);
|
|||
|
|
|||
|
int mainLightIndex = MAINLIGHT_NOT_FOUND;
|
|||
|
UtsLight nextLight = GetUrpMainUtsLight(shadowCoord, positionCS);
|
|||
|
if (nextLight.distanceAttenuation > mainLight.distanceAttenuation && nextLight.type == 0)
|
|||
|
{
|
|||
|
mainLight = nextLight;
|
|||
|
mainLightIndex = MAINLIGHT_IS_MAINLIGHT;
|
|||
|
}
|
|||
|
int lightCount = GetAdditionalLightsCount();
|
|||
|
for (int ii = 0; ii < lightCount; ++ii)
|
|||
|
{
|
|||
|
nextLight = GetAdditionalUtsLight(ii, posW, positionCS);
|
|||
|
if (nextLight.distanceAttenuation > mainLight.distanceAttenuation && nextLight.type == 0)
|
|||
|
{
|
|||
|
mainLight = nextLight;
|
|||
|
mainLightIndex = ii;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return mainLightIndex;
|
|||
|
}
|
|||
|
|
|||
|
UtsLight GetMainUtsLightByID(int index,float3 posW, float4 shadowCoord, float4 positionCS)
|
|||
|
{
|
|||
|
UtsLight mainLight;
|
|||
|
INIT_UTSLIGHT(mainLight);
|
|||
|
if (index == MAINLIGHT_NOT_FOUND)
|
|||
|
{
|
|||
|
return mainLight;
|
|||
|
}
|
|||
|
if (index == MAINLIGHT_IS_MAINLIGHT)
|
|||
|
{
|
|||
|
return GetUrpMainUtsLight(shadowCoord, positionCS);
|
|||
|
}
|
|||
|
return GetAdditionalUtsLight(index, posW, positionCS);
|
|||
|
}
|
|||
|
VertexOutput vert (VertexInput v) {
|
|||
|
VertexOutput o = (VertexOutput)0;
|
|||
|
|
|||
|
UNITY_SETUP_INSTANCE_ID(v);
|
|||
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|||
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|||
|
|
|||
|
o.uv0 = v.texcoord0;
|
|||
|
//v.2.0.4
|
|||
|
#ifdef _IS_ANGELRING_OFF
|
|||
|
//
|
|||
|
#elif _IS_ANGELRING_ON
|
|||
|
o.uv1 = v.texcoord1;
|
|||
|
#endif
|
|||
|
o.normalDir = UnityObjectToWorldNormal(v.normal);
|
|||
|
o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz );
|
|||
|
o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
|
|||
|
o.posWorld = mul(unity_ObjectToWorld, v.vertex);
|
|||
|
|
|||
|
o.pos = UnityObjectToClipPos( v.vertex );
|
|||
|
//v.2.0.7 Detection of the inside the mirror (right or left-handed) o.mirrorFlag = -1 then "inside the mirror".用于判断是否是渲染镜子反射结果。
|
|||
|
//[0]Right unit vector [1] Up unit vector [2] -1 * world space camera Forward unit vector
|
|||
|
float3 crossFwd = cross(UNITY_MATRIX_V[0].xyz, UNITY_MATRIX_V[1].xyz);
|
|||
|
o.mirrorFlag = dot(crossFwd, UNITY_MATRIX_V[2].xyz) < 0 ? 1 : -1;
|
|||
|
//
|
|||
|
|
|||
|
float3 positionWS = TransformObjectToWorld(v.vertex.xyz);
|
|||
|
float4 positionCS = TransformWorldToHClip(positionWS);
|
|||
|
half3 vertexLight = VertexLighting(o.posWorld.xyz, o.normalDir);
|
|||
|
half fogFactor = ComputeFogFactor(positionCS.z);
|
|||
|
|
|||
|
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUV);
|
|||
|
OUTPUT_SH(o.normalDir.xyz, o.vertexSH);
|
|||
|
|
|||
|
# if defined(_ADDITIONAL_LIGHTS_VERTEX) || (VERSION_LOWER(12, 0))
|
|||
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|||
|
#else
|
|||
|
o.fogFactor = fogFactor;
|
|||
|
#endif
|
|||
|
|
|||
|
o.positionCS = positionCS;
|
|||
|
#if defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)
|
|||
|
#if SHADOWS_SCREEN
|
|||
|
o.shadowCoord = ComputeScreenPos(positionCS);
|
|||
|
#else
|
|||
|
o.shadowCoord = TransformWorldToShadowCoord(o.posWorld.xyz);
|
|||
|
#endif
|
|||
|
o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, o.shadowCoord, positionCS);
|
|||
|
#else
|
|||
|
o.mainLightID = DetermineUTS_MainLightIndex(o.posWorld.xyz, 0, positionCS);
|
|||
|
#endif
|
|||
|
|
|||
|
|
|||
|
return o;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
|
|||
|
#if defined(_SHADINGGRADEMAP)
|
|||
|
|
|||
|
#include "UniversalToonBodyShadingGradeMap.hlsl"
|
|||
|
|
|||
|
#else //#if defined(_SHADINGGRADEMAP)
|
|||
|
|
|||
|
#include "UniversalToonBodyDoubleShadeWithFeather.hlsl"
|
|||
|
|
|||
|
#endif //#if defined(_SHADINGGRADEMAP)
|
|||
|
|
|||
|
float4 frag(VertexOutput i, fixed facing : VFACE) : SV_TARGET
|
|||
|
{
|
|||
|
#if defined(_SHADINGGRADEMAP)
|
|||
|
return fragShadingGradeMap(i, facing);
|
|||
|
#else
|
|||
|
return fragDoubleShadeFeather(i, facing);
|
|||
|
#endif
|
|||
|
}
|
|||
|
```
|