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beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Particles/Includes/Lux URP Particles Simple Lit Forward Pass.hlsl
2024-11-20 15:21:28 +01:00

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21 KiB
HLSL

#ifndef LUXLWRP_SIMPLE_LIT_PASS_INCLUDED
#define LUXLWRP_SIMPLE_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
struct AttributesParticle
{
float4 vertex : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
float4 texcoords : TEXCOORD0;
#if defined (_PERVERTEX_SAMPLEOFFSET)
float4 texcoordBlend : TEXCOORD1;
#else
float texcoordBlend : TEXCOORD1;
#endif
#else
#if defined (_PERVERTEX_SAMPLEOFFSET)
float4 texcoords : TEXCOORD0;
float texcoordBlend : TEXCOORD1;
#else
float2 texcoords : TEXCOORD0;
#endif
#endif
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsParticle
{
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 positionWS : TEXCOORD1;
#ifdef _NORMALMAP
half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
#else
half3 normalWS : TEXCOORD2;
half3 viewDirWS : TEXCOORD3;
#endif
#if defined(_FLIPBOOKBLENDING_ON)
float3 texcoord2AndBlend : TEXCOORD5;
#endif
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
float4 projectedPosition : TEXCOORD6;
#endif
// Passing shadowCoord from vertex to fragment produced too many artifacts
//#if (defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)) || defined(_PERVERTEX_SHADOWS)
// float4 shadowCoord : TEXCOORD7;
//#endif
// So we split the work between vertex and fragment and only calculate the cascade in the vertex shader
// Ok on metal but still not perfect on dx11
// uint cascade : TEXCOORD7;
float3 vertexSH : TEXCOORD7; // SH Lighting
half4 lighting : TEXCOORD8; // Per vertex sampled shadows
#if defined _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLighting : TEXCOORD9;
#endif
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output) {
output = (InputData)0;
output.positionWS = input.positionWS.xyz;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
output.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
output.normalWS = input.normalWS;
#endif
output.normalWS = NormalizeNormalPerPixel(output.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
output.viewDirectionWS = viewDirWS;
//#if (defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)) || defined(_PERVERTEX_SHADOWS)
//output.shadowCoord = input.shadowCoord;
// #else
output.shadowCoord = float4(1, 1, 1, 1);
// #endif
output.fogCoord = (half)input.positionWS.w;
#if defined _ADDITIONAL_LIGHTS_VERTEX
output.vertexLighting = input.vertexLighting;
#else
output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
#endif
output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle ParticlesLitVertex(AttributesParticle input)
{
VaryingsParticle output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
// In order to get rid of the tangent we have to add and #if here.
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal,
#if defined(_NORMALMAP)
input.tangent
#else
float4 (0,0,0,0)
#endif
);
half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.positionWS.xyz = vertexInput.positionWS.xyz;
// NOTE: output.positionWS.w contains fog!
output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z);
output.clipPos = vertexInput.positionCS;
output.color = input.color;
output.texcoord = input.texcoords.xy;
#ifdef _FLIPBOOKBLENDING_ON
output.texcoord2AndBlend.xy = input.texcoords.zw;
output.texcoord2AndBlend.z = input.texcoordBlend.x;
#endif
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
output.projectedPosition = ComputeScreenPos(vertexInput.positionCS);
#endif
#if defined _ADDITIONAL_LIGHTS_VERTEX
output.vertexLighting = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
#endif
// #if (defined(_MAIN_LIGHT_SHADOWS) && !defined(_RECEIVE_SHADOWS_OFF)) || defined(_PERVERTEX_SHADOWS)
// We do not need the screen space shadow coords
// output.shadowCoord = GetShadowCoord(vertexInput);
// output.shadowCoord = TransformWorldToShadowCoord(output.positionWS.xyz);
// #endif
// output.cascade = (uint)floor(ComputeCascadeIndex(output.positionWS.xyz));
output.lighting = half4(1,1,1,1);
#if defined(_PERVERTEX_SHADOWS)
// Main Light shadows - we do not sample the screen space shadowmap but the cascaded map
#ifdef _MAIN_LIGHT_SHADOWS_CASCADE
half cascade = ComputeCascadeIndex(output.positionWS.xyz);
float4 shadowCoord = mul(_MainLightWorldToShadow[cascade], float4(output.positionWS.xyz, 1.0));
#else
float4 shadowCoord = mul(_MainLightWorldToShadow[0], float4(output.positionWS.xyz, 1.0));
#endif
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half shadowStrength = GetMainLightShadowStrength();
output.lighting.a = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
// Multi sample and blend directional shadows. Offset is derived from velocity.
#if defined(_PERVERTEX_SAMPLEOFFSET)
#ifdef _FLIPBOOKBLENDING_ON
float3 vel = normalize(input.texcoordBlend.yzw) * _SampleOffset;
#else
float3 vel = normalize( float3(input.texcoords.zw, input.texcoordBlend.x)) * _SampleOffset;
#endif
float4 sc = TransformWorldToShadowCoord(output.positionWS.xyz + vel);
output.lighting.a += SampleShadowmap(sc, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
sc = TransformWorldToShadowCoord(output.positionWS.xyz - vel);
output.lighting.a += SampleShadowmap(sc, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
output.lighting.a /= 3;
#endif
#if defined (_ADDITIONALLIGHT_SHADOWS)
uint pixelLightCount = GetAdditionalLightsCount();
// Limit pixelLightCount to 3 as we only have 4 entries ( last one used by the directional light)
pixelLightCount = min(3, pixelLightCount);
float shadow[3] = {(1), (1), (1)};
for (uint i = 0u; i < pixelLightCount; ++i) {
int PerObjectLightIndex = GetPerObjectLightIndex(i);
// DX11 does not like this
//output.lighting[i] = AdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz);
shadow[i] = AdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz);
#if defined(_PERVERTEX_SAMPLEOFFSET)
shadow[i] += AdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz + vel);
shadow[i] += AdditionalLightRealtimeShadow(PerObjectLightIndex, output.positionWS.xyz - vel);
shadow[i] /= 3;
#endif
}
output.lighting.xyz = half3(shadow[0], shadow[1], shadow[2]);
#endif
#endif
return output;
}
// Lighting
half3 LuxLightingLambertTransmission(half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half strength)
{
half NdotL = saturate(dot(normal, lightDir));
#if defined(_TRANSMISSION)
return lightColor * saturate(NdotL) + lightColor * saturate(dot(-viewDir, lightDir + normal * _TransmissionDistortion)) * strength;
#else
return lightColor * NdotL;
#endif
}
half4 LuxBlinnPhong(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, float4 inputLighting, half transmission, uint cascade)
{
Light mainLight = GetMainLight(inputData.shadowCoord);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0));
//transmission *= 1.0h - alpha;
#if defined(_PERVERTEX_SHADOWS)
// Here shadowAttenuation never gets used so it should be stripped by the compiler...
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation);
attenuatedLightColor *= inputLighting.a;
#else
half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation); // * mainLight.shadowAttenuation);
// Main Light shadows - We do not sample the screen space shadowmap but the cascaded map
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
// Vertex to fragment interpolation procudes too many errors?
// inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS.xyz); // - inputData.normalWS*0.5);
// Using uint cascade actually looks fine on Metal but not dx11, so we actually do all the calculation per pixel
/* #ifdef _MAIN_LIGHT_SHADOWS_CASCADE
float4 shadowCoord = mul(_MainLightWorldToShadow[cascade], float4(inputData.positionWS, 1.0));
#else
float4 shadowCoord = mul(_MainLightWorldToShadow[0], float4(inputData.positionWS, 1.0));
#endif
*/
float4 shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
half shadowStrength = GetMainLightShadowStrength();
attenuatedLightColor *= SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
#endif
half3 diffuseColor = inputData.bakedGI + LuxLightingLambertTransmission(attenuatedLightColor, mainLight.direction, inputData.normalWS, inputData.viewDirectionWS, transmission);
half3 specularColor = LightingSpecular(attenuatedLightColor, mainLight.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness);
#ifdef _ADDITIONAL_LIGHTS
uint pixelLightCount = GetAdditionalLightsCount();
#if defined(_PERVERTEX_SHADOWS) && defined(_ADDITIONALLIGHT_SHADOWS)
// Metal does not like to access the components using indices?! So we chose another way.
float shadow[4] = {(inputLighting.x), (inputLighting.y), (inputLighting.z), (inputLighting.w)};
#endif
for (uint i = 0u; i < pixelLightCount; ++i) {
Light light = GetAdditionalLight(i, inputData.positionWS);
#if defined(_PERVERTEX_SHADOWS)
// Here shadowAttenuation never gets used so it should be stripped by the compiler...
half3 attenuatedLightColor = light.color * (light.distanceAttenuation);
#if defined(_ADDITIONALLIGHT_SHADOWS)
// make sure we use the same LightIndex and do not sample more than we have.
attenuatedLightColor *= (i < 3) ? shadow[i] : 1.0h;
#endif
#else
half3 attenuatedLightColor = light.color * (light.distanceAttenuation
#if defined(_ADDITIONALLIGHT_SHADOWS)
* light.shadowAttenuation
#endif
);
#endif
diffuseColor += LuxLightingLambertTransmission(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, transmission);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, specularGloss, smoothness);
}
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
diffuseColor += inputData.vertexLighting;
#endif
half3 finalColor = diffuseColor * diffuse + emission;
#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
#if !defined(_SPECULARHIGHLIGHTS_OFF)
finalColor += specularColor;
#endif
#endif
return half4(finalColor, alpha);
}
half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord;
float3 blendUv = float3(0, 0, 0);
#if defined(_FLIPBOOKBLENDING_ON)
blendUv = input.texcoord2AndBlend;
#endif
float4 projectedPosition = float4(0,0,0,0);
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
projectedPosition = input.projectedPosition;
#endif
// Fix screenUV for Single Pass Stereo Rendering
#if defined(UNITY_SINGLE_PASS_STEREO)
projectedPosition.xy /= projectedPosition.w;
projectedPosition.w = 1.0f; // Reset
//projectedPosition.x = projectedPosition.x * 0.5f + (float)unity_StereoEyeIndex * 0.5f;
projectedPosition.xy = UnityStereoTransformScreenSpaceTex(projectedPosition.xy);
#endif
half4 albedo = Lux_SampleAlbedo(uv, blendUv, _BaseColor, input.color, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
// Early out
clip(albedo.a - 0.001h);
half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
// We do not use the macro here
half3 diffuse = albedo.rgb; //AlphaModulate(albedo.rgb, albedo.a);
half alpha = albedo.a;
#if defined(_EMISSION)
half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv).rgb * _EmissionColor.rgb;
#else
half3 emission = half3(0, 0, 0);
#endif
//_SpecColor.a *= _Smoothness;
half4 specularGloss = SampleSpecularSmoothness(uv, blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
half shininess = specularGloss.a;
#if defined(_DISTORTION_ON)
diffuse = Distortion(half4(diffuse, alpha), normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
#endif
InputData inputData;
InitializeInputData(input, normalTS, inputData);
half4 color = LuxBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha, input.lighting, _Transmission, 0 /*input.cascade*/);
#if defined(_ADDITIVE)
// Add fog
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
#else
// Add fog
color.rgb = MixFog(color.rgb, inputData.fogCoord);
#endif
#if defined(_ALPHAPREMULTIPLY_ON)
color.rgb = color.rgb * color.a;
#endif
return color;
}
///////////////////////////////////////////////////////////////////////////////
// Tesellation functions //
///////////////////////////////////////////////////////////////////////////////
#if defined(_USESTESSELLATION)
real3 GetDistanceBasedTessFactor(real3 p0, real3 p1, real3 p2, real3 cameraPosWS, real tessMinDist, real tessMaxDist)
{
real3 edgePosition0 = 0.5 * (p1 + p2);
real3 edgePosition1 = 0.5 * (p0 + p2);
real3 edgePosition2 = 0.5 * (p0 + p1);
// In case camera-relative rendering is enabled, 'cameraPosWS' is statically known to be 0,
// so the compiler will be able to optimize distance() to length().
real dist0 = distance(edgePosition0, cameraPosWS);
real dist1 = distance(edgePosition1, cameraPosWS);
real dist2 = distance(edgePosition2, cameraPosWS);
// The saturate will handle the produced NaN in case min == max
real fadeDist = tessMaxDist - tessMinDist;
real3 tessFactor;
tessFactor.x = saturate(1.0 - (dist0 - tessMinDist) / fadeDist);
tessFactor.y = saturate(1.0 - (dist1 - tessMinDist) / fadeDist);
tessFactor.z = saturate(1.0 - (dist2 - tessMinDist) / fadeDist);
return tessFactor;
}
// More or less the same as AttributesParticle
struct TessVertex {
float4 vertex : INTERNALTESSPOS;
float3 normal : NORMAL;
half4 color : COLOR;
#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
float4 texcoords : TEXCOORD0;
#if defined (_PERVERTEX_SAMPLEOFFSET)
float4 texcoordBlend : TEXCOORD1;
#else
float texcoordBlend : TEXCOORD1;
#endif
#else
#if defined (_PERVERTEX_SAMPLEOFFSET)
float4 texcoords : TEXCOORD0;
#else
float2 texcoords : TEXCOORD0;
#endif
#endif
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct OutputPatchConstant {
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
// The Vertex Shader - simply copies the inputs
TessVertex ParticlesLitTessVertex (AttributesParticle input) {
TessVertex o;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, o); // Fine, now the vertex shader outputs the id
o.vertex = input.vertex;
o.normal = input.normal;
o.color = input.color;
#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
o.texcoords = input.texcoords;
o.texcoordBlend = input.texcoordBlend;
#else
o.texcoords = input.texcoords;
#endif
#if defined(_NORMALMAP)
o.tangent = input.tangent;
#endif
return o;
}
float4 Tessellation(TessVertex v, TessVertex v1, TessVertex v2) {
real4 tess;
tess.xyz = _Tess * clamp(GetDistanceBasedTessFactor (v.vertex.xyz, v1.vertex.xyz, v2.vertex.xyz, _WorldSpaceCameraPos, _TessRange.x, _TessRange.y ), 0.01, 1 );
tess.w = (tess.x + tess.y + tess.z) / 3.0;
return tess;
}
OutputPatchConstant hullconst (InputPatch<TessVertex,3> v) {
OutputPatchConstant o;
float4 ts = Tessellation( v[0], v[1], v[2]);
o.edge[0] = ts.x;
o.edge[1] = ts.y;
o.edge[2] = ts.z;
o.inside = ts.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("hullconst")]
[outputcontrolpoints(3)]
TessVertex ParticlesLitHull (InputPatch<TessVertex,3> v, uint id : SV_OutputControlPointID) {
return v[id];
}
[domain("tri")]
VaryingsParticle ParticlesLitDomain (OutputPatchConstant tessFactors, const OutputPatch<TessVertex,3> vi, float3 bary : SV_DomainLocation) {
AttributesParticle v = (AttributesParticle)0;
v.vertex = vi[0].vertex*bary.x + vi[1].vertex*bary.y + vi[2].vertex*bary.z;
v.normal = vi[0].normal*bary.x + vi[1].normal*bary.y + vi[2].normal*bary.z;
v.color = vi[0].color*bary.x + vi[1].color*bary.y + vi[2].color*bary.z;
#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
v.texcoords = vi[0].texcoords*bary.x + vi[1].texcoords*bary.y + vi[2].texcoords*bary.z;
v.texcoordBlend = vi[0].texcoordBlend*bary.x + vi[1].texcoordBlend*bary.y + vi[2].texcoordBlend*bary.z;
#else
v.texcoords = vi[0].texcoords*bary.x + vi[1].texcoords*bary.y + vi[2].texcoords*bary.z;
#endif
#if defined(_NORMALMAP)
v.tangent = vi[0].tangent*bary.x + vi[1].tangent*bary.y + vi[2].tangent*bary.z;
#endif
// UNITY_SETUP_INSTANCE_ID(vi[0]);
// This is all we need?
UNITY_TRANSFER_INSTANCE_ID(vi[0], v);
// Now call the regular vertex function
VaryingsParticle o = ParticlesLitVertex(v);
return o;
}
#endif
// ---------------------------
#endif // LUXLWRP_SIMPLE_LIT_PASS_INCLUDED