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2026-03-05 00:14:42 +08:00

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HLSL

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
// Based on tutorial: https://connect.unity.com/p/adding-your-own-hlsl-code-to-shader-graph-the-custom-function-node
#ifndef CREST_LIGHTING_H
#define CREST_LIGHTING_H
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
#if CREST_URP
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
// Unity renamed keyword.
#ifdef USE_FORWARD_PLUS
#define USE_CLUSTER_LIGHT_LOOP USE_FORWARD_PLUS
#endif // USE_FORWARD_PLUS
#ifdef FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
#define CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
#endif // FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
#if UNITY_VERSION >= 60000000
#if defined(STEREO_INSTANCING_ON) || defined(STEREO_MULTIVIEW_ON)
#if _ALPHATEST_ON
#if !USE_CLUSTER_LIGHT_LOOP
// If not clustered and additional light shadows and XR, the shading model
// completely breaks. It is like shadow attenuation is NaN or some obscure
// compiler issue. For 2022.3, it is broken for forward+ only, but cannot be fixed.
#define d_ShadowMaskBroken 1
#else
#if _RECEIVE_SHADOWS_OFF
// Right eye broken rendering similar to above.
#define d_AdditionalLightsBroken 1
#endif
#endif
#endif
#endif
#endif
#endif // CREST_URP
#if CREST_HDRP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#if UNITY_VERSION < 202310
#define GetMeshRenderingLayerMask GetMeshRenderingLightLayer
#endif // UNITY_VERSION
#if UNITY_VERSION < 60000000
#if PROBE_VOLUMES_L1
#define AMBIENT_PROBE_BUFFER 1
#endif // PROBE_VOLUMES_L1
#endif // UNITY_VERSION
#endif // CREST_HDRP
m_CrestNameSpace
void PrimaryLight
(
const float3 i_PositionWS,
out half3 o_Color,
out half3 o_Direction
)
{
#if CREST_HDRP
// We could get the main light the same way we get the main light shadows,
// but most of the data would be missing (including below horizon
// attenuation) which would require re-running the light loop which is expensive.
o_Direction = g_Crest_PrimaryLightDirection;
o_Color = g_Crest_PrimaryLightIntensity;
#elif CREST_URP
// Actual light data from the pipeline.
Light light = GetMainLight();
o_Direction = light.direction;
o_Color = light.color;
#elif CREST_BIRP
#ifndef USING_DIRECTIONAL_LIGHT
// Yes. This function wants the world position of the surface.
o_Direction = normalize(UnityWorldSpaceLightDir(i_PositionWS));
#else
o_Direction = _WorldSpaceLightPos0.xyz;
// Prevents divide by zero.
if (all(o_Direction == 0)) o_Direction = half3(0.0, 1.0, 0.0);
#endif
o_Color = _LightColor0.rgb;
#if SHADERPASS == SHADERPASS_FORWARD_ADD
#if !SHADOWS_SCREEN
// FIXME: undeclared identifier 'IN' in Pass: BuiltIn ForwardAdd, Vertex program with DIRECTIONAL SHADOWS_SCREEN
UNITY_LIGHT_ATTENUATION(attenuation, IN, i_PositionWS)
o_Color *= attenuation;
#endif
#endif
#endif
}
half3 AmbientLight(const half3 i_AmbientLight)
{
half3 ambient = i_AmbientLight;
#ifndef SHADERGRAPH_PREVIEW
#if CREST_HDRP
// Allows control of baked lighting through volume framework.
// We could create a BuiltinData struct which would have rendering layers on it, but it seems more complicated.
ambient *= GetIndirectDiffuseMultiplier(GetMeshRenderingLayerMask());
#endif // CREST_HDRP
#endif // SHADERGRAPH_PREVIEW
return ambient;
}
half3 AmbientLight()
{
// Use the constant term (0th order) of SH stuff - this is the average.
const half3 ambient =
#if AMBIENT_PROBE_BUFFER
half3(_AmbientProbeData[0].w, _AmbientProbeData[1].w, _AmbientProbeData[2].w);
#else
half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
#endif
return AmbientLight(ambient);
}
half3 AdditionalLighting(const float3 i_PositionWS, const float4 i_ScreenPosition, const float2 i_StaticLightMapUV)
{
half3 color = 0.0;
#if CREST_URP
#if defined(_ADDITIONAL_LIGHTS)
InputData inputData = (InputData)0;
inputData.normalizedScreenSpaceUV = i_ScreenPosition.xy / i_ScreenPosition.w;
inputData.positionWS = i_PositionWS;
// Shadowmask.
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
inputData.shadowMask = SAMPLE_SHADOWMASK(i_StaticLightMapUV);
#endif
const half4 shadowMask = CalculateShadowMask(inputData);
// No AO, but we need the struct.
AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData.normalizedScreenSpaceUV, 0.0);
uint pixelLightCount = GetAdditionalLightsCount();
#ifdef _LIGHT_LAYERS
uint meshRenderingLayers = GetMeshRenderingLayer();
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
// Includes shadows and cookies.
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#if d_ShadowMaskBroken
light.shadowAttenuation = 1.0;
#endif
#if d_AdditionalLightsBroken
light.color = 0.0;
#endif
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
color += light.color * (light.distanceAttenuation * light.shadowAttenuation);
}
LIGHT_LOOP_END
#if USE_CLUSTER_LIGHT_LOOP
// Additional directional lights.
[loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
{
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
color += light.color * (light.distanceAttenuation * light.shadowAttenuation);
}
}
#endif // USE_CLUSTER_LIGHT_LOOP
#endif // _ADDITIONAL_LIGHTS
#endif // CREST_URP
// HDRP todo.
// BIRP has additional lights as additional passes. Handled elsewhere.
return color;
}
m_CrestNameSpaceEnd
#endif