Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/VolumeLighting.hlsl
2025-05-10 12:49:47 +08:00

85 lines
2.9 KiB
HLSL

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
#ifndef CREST_WATER_VOLUME_LIGHTING_H
#define CREST_WATER_VOLUME_LIGHTING_H
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Surface/Utility.hlsl"
m_CrestNameSpace
// Schlick phase function.
float SchlickPhase(float phaseG, float cosTheta)
{
const float schlickK = 1.5 * phaseG - 0.5 * phaseG * phaseG * phaseG;
const float phaseFactor = 1.0 + schlickK * cosTheta;
return (1.0 - schlickK * schlickK) / (4.0 * PI * phaseFactor * phaseFactor);
}
void VolumeLighting
(
const half3 i_Absorption,
const half3 i_Scattering,
const half i_PhaseG,
const half i_DirectionalLightShadow,
const half3 i_ViewDirectionWS,
const half3 i_AmbientLighting,
const half3 i_PrimaryLightDirection,
const half3 i_PrimaryLightIntensity,
const half3 i_AdditionalLight,
const half i_AmbientLightingTerm,
const half i_PrimaryLightingTerm,
const half i_WaterRayLength,
const half3 i_SunBoost,
const half i_ShadowsAffectAmbientLightingFactor,
out half3 o_VolumeLight,
out half3 o_VolumeOpacity
)
{
// Extinction is light absorbed plus light scattered out.
const half3 extinction = i_Absorption + i_Scattering;
const float ambientLightShadow = lerp
(
1.0,
i_DirectionalLightShadow,
saturate(min(min(extinction.x, extinction.y), extinction.z) * i_ShadowsAffectAmbientLightingFactor * g_Crest_DynamicSoftShadowsFactor)
);
// Sun
const float sunPhase = SchlickPhase(i_PhaseG, dot(i_PrimaryLightDirection, i_ViewDirectionWS));
const float3 inScatteredSun = (1.0 + i_SunBoost) * sunPhase * i_PrimaryLightIntensity * i_PrimaryLightingTerm;
const float3 inScatteredAmbient = i_AmbientLighting * i_AmbientLightingTerm * ambientLightShadow;
// Total inscattered
const float3 inscattered = (inScatteredAmbient + i_AdditionalLight + inScatteredSun * i_DirectionalLightShadow);
const float3 scatteringAmount = saturate(i_Scattering / max(extinction, 0.00001));
o_VolumeLight = inscattered * scatteringAmount;
// Like 'alpha' value or obscurance. Volume light needs multiplying by this value to be correct in shallows.
o_VolumeOpacity = 1.0 - exp(-extinction * max(0.0, i_WaterRayLength));
}
half PinchSSS
(
const half i_Pinch,
const half i_Minimum,
const half i_Maximum,
const half i_Falloff,
const half i_Intensity,
const half3 i_SunDirection,
const half i_SunDirectionFalloff,
const half3 i_ViewDirectionWS
)
{
half pinch = pow(saturate(InverseLerp(i_Minimum, i_Maximum, max(2.0 - i_Pinch, 0.0))), i_Falloff);
half sun = pow(saturate(dot(i_ViewDirectionWS, -i_SunDirection)), i_SunDirectionFalloff);
return pinch * sun * i_Intensity;
}
m_CrestNameSpaceEnd
#endif