168 lines
4.5 KiB
Text
168 lines
4.5 KiB
Text
Shader "Hidden/CTI/Internal-DeferredShading" {
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Properties {
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_LightTexture0 ("", any) = "" {}
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_LightTextureB0 ("", 2D) = "" {}
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_ShadowMapTexture ("", any) = "" {}
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_SrcBlend ("", Float) = 1
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_DstBlend ("", Float) = 1
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}
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SubShader {
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// Pass 1: Lighting pass
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// LDR case - Lighting encoded into a subtractive ARGB8 buffer
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// HDR case - Lighting additively blended into floating point buffer
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Pass {
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ZWrite Off
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Blend [_SrcBlend] [_DstBlend]
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert_deferred
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#pragma fragment frag
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#pragma multi_compile_lightpass
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#pragma multi_compile ___ UNITY_HDR_ON
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#pragma exclude_renderers nomrt
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#include "UnityCG.cginc"
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#include "UnityDeferredLibrary.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardUtils.cginc"
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#include "UnityStandardBRDF.cginc"
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sampler2D _CameraGBufferTexture0;
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sampler2D _CameraGBufferTexture1;
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sampler2D _CameraGBufferTexture2;
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half4 CalculateLight (unity_v2f_deferred i)
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{
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float3 wpos;
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float2 uv;
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float atten, fadeDist;
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UnityLight light;
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UNITY_INITIALIZE_OUTPUT(UnityLight, light);
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UnityDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, fadeDist);
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half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
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half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
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half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
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// Check for translucent material
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half TransMat = floor(gbuffer2.a * 3 + 0.5f) == 2 ? 1 : 0;
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light.color = _LightColor.rgb * atten;
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half3 baseColor = gbuffer0.rgb;
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// Rewrite specColor if needed
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half3 specColor = (TransMat == 1)? gbuffer1.rrr : gbuffer1.rgb;
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half oneMinusRoughness = gbuffer1.a;
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half3 normalWorld = gbuffer2.rgb * 2 - 1;
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normalWorld = normalize(normalWorld);
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float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos);
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half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
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light.ndotl = LambertTerm(normalWorld, light.dir);
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UnityIndirect ind;
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UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
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ind.diffuse = 0;
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ind.specular = 0;
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// Energy conserving wrapped around diffuse lighting / http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
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half wrap1 = 0.4;
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half NdotLDirect = saturate( ( dot(normalWorld, light.dir) + wrap1 ) / ( (1 + wrap1) * (1 + wrap1) ) );
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//light.ndotl = (gbuffer2.a == 0) ? wrappedNdotL1 : LambertTerm(normalWorld, light.dir); // As Unity 5.5. does not know light.ndotl anymore
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NdotLDirect = /*TransMat ? NdotLDirect :*/ saturate(dot(normalWorld, light.dir));
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half4 res = UNITY_BRDF_PBS (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normalWorld, -eyeVec, light, ind);
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/* Deprecated
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// Thin Layer Translucency
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// Only using dotNL gives us more lively lighting beyond the shadow distance.
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half backlight = saturate( dot(-normalWorld, light.dir) + 0.2);
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half fresnel = (1.0 - backlight) * (1.0 - backlight);
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fresnel *= fresnel;
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//#if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
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res.rgb += baseColor * backlight * (1.0 - fresnel) * 4.0f * gbuffer1.b * light.color * TransMat;
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*/
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UNITY_BRANCH
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if(TransMat * gbuffer1.b) {
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half transPower = gbuffer1.g * 10.0f;
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half3 transLightDir = light.dir + normalWorld * 0.01;
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half transDot = dot( transLightDir, eyeVec ); // sign(minus) comes from eyeVec
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transDot = exp2(saturate(transDot) * transPower - transPower);
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half3 lightScattering = transDot * light.color * (1.0 - saturate(dot(normalWorld, light.dir)) );
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res.rgb += baseColor * 4.0 * gbuffer1.b * lightScattering;
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}
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return res;
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}
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#ifdef UNITY_HDR_ON
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half4
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#else
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fixed4
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#endif
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frag (unity_v2f_deferred i) : SV_Target
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{
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half4 c = CalculateLight(i);
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#ifdef UNITY_HDR_ON
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return c;
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#else
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return exp2(-c);
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#endif
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}
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ENDCG
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}
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// Pass 2: Final decode pass.
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// Used only with HDR off, to decode the logarithmic buffer into the main RT
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Pass {
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ZTest Always Cull Off ZWrite Off
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Stencil {
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ref [_StencilNonBackground]
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readmask [_StencilNonBackground]
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// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
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compback equal
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compfront equal
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}
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers nomrt
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sampler2D _LightBuffer;
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struct v2f {
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(vertex);
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o.texcoord = texcoord.xy;
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#ifdef UNITY_SINGLE_PASS_STEREO
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o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f);
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#endif
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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return -log2(tex2D(_LightBuffer, i.texcoord));
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}
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ENDCG
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}
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}
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Fallback Off
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}
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