41 lines
1.7 KiB
HLSL
41 lines
1.7 KiB
HLSL
#ifndef LIGHTWEIGHT_TRANSPARENTLIGHTING_INCLUDED
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#define LIGHTWEIGHT_TRANSPARENTLIGHTING_INCLUDED
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half4 LuxURPTransparentFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular,
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half smoothness, half occlusion, half3 emission, half alpha
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)
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{
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BRDFData brdfData;
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InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData);
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Light mainLight = GetMainLight(inputData.shadowCoord);
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
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// GetMainLight will return screen space shadows.
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#if defined(_MAIN_LIGHT_SHADOWS)
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ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
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half shadowStrength = GetMainLightShadowStrength();
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mainLight.shadowAttenuation = SampleShadowmap(inputData.shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
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#endif
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half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS);
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color += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
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#ifdef _ADDITIONAL_LIGHTS
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uint pixelLightCount = GetAdditionalLightsCount();
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for (uint i = 0u; i < pixelLightCount; ++i)
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{
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Light light = GetAdditionalLight(i, inputData.positionWS);
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color += LightingPhysicallyBased(brdfData, light, inputData.normalWS, inputData.viewDirectionWS);
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}
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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color += inputData.vertexLighting * brdfData.diffuse;
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#endif
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color += emission;
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return half4(color, alpha);
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}
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#endif |