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Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Lighting.hlsl
2025-05-10 12:49:47 +08:00

201 lines
6.0 KiB
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"
TEXTURE2D_X(_Crest_ScreenSpaceShadowTexture);
float4 _Crest_ScreenSpaceShadowTexture_TexelSize;
#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
#endif // CREST_URP
#if CREST_HDRP
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#ifndef SHADERGRAPH_PREVIEW
#if CREST_HDRP_FORWARD_PASS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
#endif
#endif
#if UNITY_VERSION < 202310
#define GetMeshRenderingLayerMask GetMeshRenderingLightLayer
#endif
#if UNITY_VERSION < 60000000
#if PROBE_VOLUMES_L1
#define AMBIENT_PROBE_BUFFER 1
#endif
#endif // CREST_HDRP
m_CrestNameSpace
// TODO: Move
void ApplyIndirectLightingMultiplier
(
inout half3 io_AmbientLight
)
{
// Allows control of baked lighting through volume framework.
#ifndef SHADERGRAPH_PREVIEW
// We could create a BuiltinData struct which would have rendering layers on it, but it seems more complicated.
io_AmbientLight *= GetIndirectDiffuseMultiplier(GetMeshRenderingLayerMask());
#endif
}
#else // CREST_HDRP
m_CrestNameSpace
#endif
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;
#endif
o_Color = _LightColor0.rgb;
#endif
}
void AmbientLight(out half3 o_AmbientLight)
{
// Use the constant term (0th order) of SH stuff - this is the average.
o_AmbientLight =
#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
#if CREST_HDRP
ApplyIndirectLightingMultiplier(o_AmbientLight);
#endif
}
// Position: SRP = WS / BIRP = SS (z ignored)
half PrimaryLightShadows(const float3 i_Position)
{
// Unshadowed.
half shadow = 1;
#if CREST_URP
// We could skip GetMainLight but this is recommended approach which is likely more robust to API changes.
float4 shadowCoord = TransformWorldToShadowCoord(i_Position);
Light light = GetMainLight(TransformWorldToShadowCoord(i_Position));
shadow = light.shadowAttenuation;
#endif
#ifndef SHADERGRAPH_PREVIEW
#if CREST_HDRP_FORWARD_PASS
DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
HDShadowContext context = InitShadowContext();
context.directionalShadowData = _HDDirectionalShadowData[_DirectionalShadowIndex];
float3 positionWS = GetCameraRelativePositionWS(i_Position);
// From Unity:
// > With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix).
// > This is required because there is only one list of lights generated on the CPU. Shadows are also generated once and shared between the instanced views.
ApplyCameraRelativeXR(positionWS);
// TODO: Pass in screen space position and scene normal.
shadow = GetDirectionalShadowAttenuation
(
context,
0, // positionSS
positionWS,
0, // normalWS
light.shadowIndex,
-light.forward
);
// Apply shadow strength from main light.
shadow = LerpWhiteTo(shadow, light.shadowDimmer);
#endif // CREST_HDRP_FORWARD_PASS
#endif // SHADERGRAPH_PREVIEW
#if CREST_BIRP
shadow = LOAD_TEXTURE2D_X(_Crest_ScreenSpaceShadowTexture, min(i_Position.xy, _Crest_ScreenSpaceShadowTexture_TexelSize.zw - 1.0)).r;
#endif
return shadow;
}
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)
// Shadowmask.
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
half4 shadowMask = SAMPLE_SHADOWMASK(i_StaticLightMapUV);
#elif !defined(LIGHTMAP_ON)
half4 shadowMask = unity_ProbesOcclusion;
#else
half4 shadowMask = half4(1, 1, 1, 1);
#endif
uint pixelLightCount = GetAdditionalLightsCount();
#ifdef _LIGHT_LAYERS
uint meshRenderingLayers = GetMeshRenderingLayer();
#endif
#if USE_CLUSTER_LIGHT_LOOP
InputData inputData = (InputData)0;
// For Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS.
inputData.normalizedScreenSpaceUV = i_ScreenPosition.xy / i_ScreenPosition.w;
inputData.positionWS = i_PositionWS;
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
// Includes shadows and cookies.
Light light = GetAdditionalLight(lightIndex, i_PositionWS, shadowMask);
#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
color += light.color * (light.distanceAttenuation * light.shadowAttenuation);
}
LIGHT_LOOP_END
#endif // _ADDITIONAL_LIGHTS
#endif // CREST_URP
return color;
}
m_CrestNameSpaceEnd
#endif