Files
Fishing2/Assets/ThirdParty/LuxWater/Shaders/Resources/DeferredLighting/LuxWater_DeferredLibrary_optimized.cginc
2025-05-10 12:49:47 +08:00

100 lines
3.5 KiB
HLSL

// --------------------------------------------------------
// Lux lighting data calculation (direction, attenuation, ...)
float _Lux_UnderWaterWaterSurfacePos;
float _Lux_UnderWaterDirLightingDepth;
fixed3 _Lux_UnderWaterFogColor;
float _Lux_UnderWaterFogDensity;
float _Lux_UnderWaterAbsorptionDepth;
float _Lux_UnderWaterFogAbsorptionCancellation;
float _Lux_UnderWaterAbsorptionColorStrength;
void LuxWater_DeferredCalculateLightParams (
unity_v2f_deferred i,
out float3 outWorldPos,
out float2 outUV,
out half3 outLightDir,
out float outAtten,
out float outFadeDist,
out float outDirLightAtten
)
{
// Lux Water:
float DirLightAtten = 1;
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
depth = Linear01Depth (depth);
float4 vpos = float4(i.ray * depth,1);
float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
float fadeDist = UnityComputeShadowFadeDistance(wpos, vpos.z);
// spot light case
#if defined (SPOT)
float3 tolight = _LightPos.xyz - wpos;
half3 lightDir = normalize (tolight);
float4 uvCookie = mul (unity_WorldToLight, float4(wpos,1));
// negative bias because http://aras-p.info/blog/2010/01/07/screenspace-vs-mip-mapping/
float atten = tex2Dbias (_LightTexture0, float4(uvCookie.xy / uvCookie.w, 0, -8)).w;
atten *= uvCookie.w < 0;
float att = dot(tolight, tolight) * _LightPos.w;
atten *= tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL;
atten *= UnityDeferredComputeShadow (wpos, fadeDist, uv);
// directional light case
#elif defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
half3 lightDir = -_LightDir.xyz;
float atten = 1.0;
// Lux Water: Attenuate directional light according to depth below the water surface
#if defined (LUXWATER_DEEPWATERLIGHTING)
float depthBelowSurface = saturate( ( _Lux_UnderWaterWaterSurfacePos - wpos.y) / _Lux_UnderWaterDirLightingDepth);
float depthBelowSurface1 = exp2(-depthBelowSurface * depthBelowSurface * 8.0);
DirLightAtten = saturate( depthBelowSurface1 - depthBelowSurface * 0.01);
atten *= DirLightAtten;
UNITY_BRANCH
if (atten > 0) {
#endif
atten *= UnityDeferredComputeShadow (wpos, fadeDist, uv);
#if defined (DIRECTIONAL_COOKIE)
atten *= tex2Dbias (_LightTexture0, float4(mul(unity_WorldToLight, half4(wpos,1)).xy, 0, -8)).w;
#endif //DIRECTIONAL_COOKIE
#if defined (LUXWATER_DEEPWATERLIGHTING)
}
#endif
// point light case
#elif defined (POINT) || defined (POINT_COOKIE)
float3 tolight = wpos - _LightPos.xyz;
half3 lightDir = -normalize (tolight);
float att = dot(tolight, tolight) * _LightPos.w;
float atten = tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL;
atten *= UnityDeferredComputeShadow (tolight, fadeDist, uv);
#if defined (POINT_COOKIE)
atten *= texCUBEbias(_LightTexture0, float4(mul(unity_WorldToLight, half4(wpos,1)).xyz, -8)).w;
#endif //POINT_COOKIE
#else
half3 lightDir = 0;
float atten = 0;
#endif
outWorldPos = wpos;
outUV = uv;
outLightDir = lightDir;
outAtten = atten;
outFadeDist = fadeDist;
outDirLightAtten = DirLightAtten;
}