Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shader Graphs/Includes/Lux_Lighting_Transparent.hlsl
2024-11-20 15:21:28 +01:00

152 lines
4.2 KiB
HLSL

#if !defined(SHADERGRAPH_PREVIEW) || defined(LIGHTWEIGHT_LIGHTING_INCLUDED)
// As we do not have access to the vertex lights we will make the shader always sample add lights per pixel
#if defined(_ADDITIONAL_LIGHTS_VERTEX)
#undef _ADDITIONAL_LIGHTS_VERTEX
#define _ADDITIONAL_LIGHTS
#endif
#endif
void Lighting_half(
// Base inputs
float3 positionWS,
half3 viewDirectionWS,
// Normal inputs
half3 normalWS,
half3 tangentWS,
half3 bitangentWS,
bool enableNormalMapping,
half3 normalTS,
// Surface description
half3 albedo,
half metallic,
half3 specular,
half smoothness,
half occlusion,
half alpha,
// Lightmapping
float2 lightMapUV,
// Final lit color
out half3 MetaAlbedo,
out half3 FinalLighting,
out half3 MetaSpecular
)
{
//#ifdef SHADERGRAPH_PREVIEW
#if defined(SHADERGRAPH_PREVIEW) || ( !defined(LIGHTWEIGHT_LIGHTING_INCLUDED) && !defined(UNIVERSAL_LIGHTING_INCLUDED) )
FinalLighting = albedo;
MetaAlbedo = half3(0,0,0);
MetaSpecular = half3(0,0,0);
#else
// This fixes the fog issue
#if defined (_ALPHAPREMULTIPLY_ON)
unity_FogColor *= alpha;
// Two Materials Setup: We would have to tweak alpha according to fog intensity? which we do not have.
#endif
// Real Lighting ----------
if (enableNormalMapping) {
normalWS = TransformTangentToWorld(normalTS, half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz));
}
normalWS = NormalizeNormalPerPixel(normalWS);
viewDirectionWS = SafeNormalize(viewDirectionWS);
// GI Lighting
half3 bakedGI;
#ifdef LIGHTMAP_ON
lightMapUV = lightMapUV * unity_LightmapST.xy + unity_LightmapST.zw;
bakedGI = SAMPLE_GI(lightMapUV, half3(0,0,0), normalWS);
#else
bakedGI = SampleSH(normalWS);
#endif
BRDFData brdfData;
InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
FinalLighting = GlobalIllumination(brdfData, bakedGI, occlusion, normalWS, viewDirectionWS);
Light mainLight = GetMainLight();
MixRealtimeAndBakedGI(mainLight, normalWS, bakedGI, half4(0, 0, 0, 0));
// GetMainLight will return screen space shadows.
#if defined(_MAIN_LIGHT_SHADOWS)
float4 shadowCoordWS = TransformWorldToShadowCoord(positionWS);
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half shadowStrength = GetMainLightShadowStrength();
mainLight.shadowAttenuation = SampleShadowmap(shadowCoordWS, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
#endif
// Main Light
FinalLighting += LightingPhysicallyBased(brdfData, mainLight, normalWS, viewDirectionWS);
// Handle additional lights
#ifdef _ADDITIONAL_LIGHTS
uint pixelLightCount = GetAdditionalLightsCount();
for (uint i = 0u; i < pixelLightCount; ++i) {
Light light = GetAdditionalLight(i, positionWS);
FinalLighting += LightingPhysicallyBased(brdfData, light, normalWS, viewDirectionWS);
}
#endif
// Set Albedo for meta pass
#if defined(LIGHTWEIGHT_META_PASS_INCLUDED) || defined(UNIVERSAL_META_PASS_INCLUDED)
FinalLighting = half3(0,0,0);
MetaAlbedo = albedo;
MetaSpecular = specular;
#else
MetaAlbedo = half3(0,0,0);
MetaSpecular = half3(0,0,0);
#endif
// End Real Lighting ----------
#endif
}
// Unity 2019.1. needs a float version
void Lighting_float(
// Base inputs
float3 positionWS,
half3 viewDirectionWS,
// Normal inputs
half3 normalWS,
half3 tangentWS,
half3 bitangentWS,
bool enableNormalMapping,
half3 normalTS,
// Surface description
half3 albedo,
half metallic,
half3 specular,
half smoothness,
half occlusion,
half alpha,
// Lightmapping
float2 lightMapUV,
// Final lit color
out half3 MetaAlbedo,
out half3 FinalLighting,
out half3 MetaSpecular
)
{
Lighting_half(
positionWS, viewDirectionWS, normalWS, tangentWS, bitangentWS, enableNormalMapping, normalTS,
albedo, metallic, specular, smoothness, occlusion, alpha,
lightMapUV, MetaAlbedo, FinalLighting, MetaSpecular);
}