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Fishing2/Assets/KriptoFX/WaterSystem/Demo/DemoResources/Shaders/UnityPBSLighting.cginc
2025-06-21 18:06:12 +08:00

185 lines
7.0 KiB
HLSL

#ifndef UNITY_PBS_LIGHTING_INCLUDED
#define UNITY_PBS_LIGHTING_INCLUDED
#include "UnityShaderVariables.cginc"
#include "UnityStandardConfig.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityGlobalIllumination.cginc"
//-------------------------------------------------------------------------------------
// Default BRDF to use:
#if !defined (UNITY_BRDF_PBS) // allow to explicitly override BRDF in custom shader
#if (SHADER_TARGET < 30) || defined(SHADER_API_PSP2)
// Fallback to low fidelity one for pre-SM3.0
#define UNITY_BRDF_PBS BRDF3_Unity_PBS
#elif defined(SHADER_API_MOBILE)
// Somewhat simplified for mobile
#define UNITY_BRDF_PBS BRDF2_Unity_PBS
#else
// Full quality for SM3+ PC / consoles
#define UNITY_BRDF_PBS BRDF1_Unity_PBS
#endif
#endif
//-------------------------------------------------------------------------------------
// BRDF for lights extracted from *indirect* directional lightmaps (baked and realtime).
// Baked directional lightmap with *direct* light uses UNITY_BRDF_PBS.
// For better quality change to BRDF1_Unity_PBS.
// No directional lightmaps in SM2.0.
#if !defined(UNITY_BRDF_PBS_LIGHTMAP_INDIRECT)
#define UNITY_BRDF_PBS_LIGHTMAP_INDIRECT BRDF2_Unity_PBS
#endif
#if !defined (UNITY_BRDF_GI)
#define UNITY_BRDF_GI BRDF_Unity_Indirect
#endif
//-------------------------------------------------------------------------------------
inline half3 BRDF_Unity_Indirect (half3 baseColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness, half3 normal, half3 viewDir, half occlusion, UnityGI gi)
{
half3 c = 0;
#if defined(DIRLIGHTMAP_SEPARATE)
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
#ifdef LIGHTMAP_ON
c += UNITY_BRDF_PBS_LIGHTMAP_INDIRECT (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normal, viewDir, gi.light2, gi.indirect).rgb * occlusion;
#endif
#ifdef DYNAMICLIGHTMAP_ON
c += UNITY_BRDF_PBS_LIGHTMAP_INDIRECT (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normal, viewDir, gi.light3, gi.indirect).rgb * occlusion;
#endif
#endif
return c;
}
//-------------------------------------------------------------------------------------
// Surface shader output structure to be used with physically
// based shading model.
//-------------------------------------------------------------------------------------
// Metallic workflow
// Define output struct unless it's already defined
#ifndef SurfaceOutputStandard
struct SurfaceOutputStandard
{
half3 Albedo; // base (diffuse or specular) color
half3 Normal; // tangent space normal, if written
half3 Emission;
half Metallic; // 0=non-metal, 1=metal
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
half Alpha; // alpha for transparencies
};
#endif
inline half4 LightingStandard (SurfaceOutputStandard s, half3 viewDir, UnityGI gi)
{
s.Normal = normalize(s.Normal);
half oneMinusReflectivity;
half3 specColor;
s.Albedo = DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha
half outputAlpha;
s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha);
half4 c = UNITY_BRDF_PBS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
c.rgb += UNITY_BRDF_GI (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi);
c.a = outputAlpha;
return c;
}
inline half4 LightingStandard_Deferred (SurfaceOutputStandard s, half3 viewDir, UnityGI gi, out half4 outDiffuseOcclusion, out half4 outSpecSmoothness, out half4 outNormal)
{
half oneMinusReflectivity;
half3 specColor;
s.Albedo = DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity);
half4 c = UNITY_BRDF_PBS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
c.rgb += UNITY_BRDF_GI (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi);
outDiffuseOcclusion = half4(s.Albedo, s.Occlusion);
outSpecSmoothness = half4(specColor, s.Smoothness);
outNormal = half4(s.Normal * 0.5 + 0.5, 1);
half4 emission = half4(s.Emission + c.rgb, 1);
return emission;
}
inline void LightingStandard_GI (
SurfaceOutputStandard s,
UnityGIInput data,
inout UnityGI gi)
{
gi = UnityGlobalIllumination (data, s.Occlusion, s.Smoothness, s.Normal);
}
//-------------------------------------------------------------------------------------
// Specular workflow
// Define output struct unless it's already defined
#ifndef SurfaceOutputStandardSpecular
struct SurfaceOutputStandardSpecular
{
half3 Albedo; // diffuse color
half3 Specular; // specular color
half3 Normal; // tangent space normal, if written
half3 Emission;
half Smoothness; // 0=rough, 1=smooth
half Occlusion; // occlusion (default 1)
half Alpha; // alpha for transparencies
};
#endif
inline half4 LightingStandardSpecular (SurfaceOutputStandardSpecular s, half3 viewDir, UnityGI gi)
{
s.Normal = normalize(s.Normal);
// energy conservation
half oneMinusReflectivity;
s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity);
// shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha)
// this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha
half outputAlpha;
s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha);
half4 c = UNITY_BRDF_PBS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
c.rgb += UNITY_BRDF_GI (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi);
c.a = outputAlpha;
return c;
}
inline half4 LightingStandardSpecular_Deferred (SurfaceOutputStandardSpecular s, half3 viewDir, UnityGI gi, out half4 outDiffuseOcclusion, out half4 outSpecSmoothness, out half4 outNormal)
{
// energy conservation
half oneMinusReflectivity;
s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity);
half4 c = UNITY_BRDF_PBS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, gi.light, gi.indirect);
c.rgb += UNITY_BRDF_GI (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Normal, viewDir, s.Occlusion, gi);
outDiffuseOcclusion = half4(s.Albedo, s.Occlusion);
outSpecSmoothness = half4(s.Specular, s.Smoothness);
outNormal = half4(s.Normal * 0.5 + 0.5, 1);
half4 emission = half4(s.Emission + c.rgb, 1);
return emission;
}
inline void LightingStandardSpecular_GI (
SurfaceOutputStandardSpecular s,
UnityGIInput data,
inout UnityGI gi)
{
gi = UnityGlobalIllumination (data, s.Occlusion, s.Smoothness, s.Normal);
}
#endif // UNITY_PBS_LIGHTING_INCLUDED