implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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119 lines
4.1 KiB
119 lines
4.1 KiB
9 months ago
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#ifndef CUSTOM_LIGHTING_INCLUDED
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#define CUSTOM_LIGHTING_INCLUDED
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void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
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{
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#if SHADERGRAPH_PREVIEW
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Direction = float3(0.5, 0.5, 0);
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Color = 1;
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DistanceAtten = 1;
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ShadowAtten = 1;
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#else
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#if SHADOWS_SCREEN
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float4 clipPos = TransformWorldToHClip(WorldPos);
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float4 shadowCoord = ComputeScreenPos(clipPos);
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#else
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float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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#endif
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Light mainLight = GetMainLight(shadowCoord);
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Direction = mainLight.direction;
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Color = mainLight.color;
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DistanceAtten = mainLight.distanceAttenuation;
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ShadowAtten = mainLight.shadowAttenuation;
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#endif
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}
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void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
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{
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#if SHADERGRAPH_PREVIEW
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Direction = half3(0.5, 0.5, 0);
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Color = 1;
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DistanceAtten = 1;
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ShadowAtten = 1;
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#else
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#if SHADOWS_SCREEN
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half4 clipPos = TransformWorldToHClip(WorldPos);
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half4 shadowCoord = ComputeScreenPos(clipPos);
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#else
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half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
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#endif
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Light mainLight = GetMainLight(shadowCoord);
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Direction = mainLight.direction;
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Color = mainLight.color;
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DistanceAtten = mainLight.distanceAttenuation;
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ShadowAtten = mainLight.shadowAttenuation;
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#endif
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}
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void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out)
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{
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#if SHADERGRAPH_PREVIEW
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Out = 0;
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#else
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Smoothness = exp2(10 * Smoothness + 1);
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WorldNormal = normalize(WorldNormal);
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WorldView = SafeNormalize(WorldView);
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Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness);
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#endif
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}
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void DirectSpecular_half(half3 Specular, half Smoothness, half3 Direction, half3 Color, half3 WorldNormal, half3 WorldView, out half3 Out)
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{
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#if SHADERGRAPH_PREVIEW
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Out = 0;
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#else
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Smoothness = exp2(10 * Smoothness + 1);
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WorldNormal = normalize(WorldNormal);
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WorldView = SafeNormalize(WorldView);
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Out = LightingSpecular(Color, Direction, WorldNormal, WorldView,half4(Specular, 0), Smoothness);
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#endif
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}
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void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
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{
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float3 diffuseColor = 0;
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float3 specularColor = 0;
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#ifndef SHADERGRAPH_PREVIEW
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Smoothness = exp2(10 * Smoothness + 1);
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WorldNormal = normalize(WorldNormal);
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WorldView = SafeNormalize(WorldView);
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int pixelLightCount = GetAdditionalLightsCount();
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for (int i = 0; i < pixelLightCount; ++i)
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{
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Light light = GetAdditionalLight(i, WorldPosition);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
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specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
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}
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#endif
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Diffuse = diffuseColor;
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Specular = specularColor;
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}
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void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular)
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{
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half3 diffuseColor = 0;
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half3 specularColor = 0;
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#ifndef SHADERGRAPH_PREVIEW
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Smoothness = exp2(10 * Smoothness + 1);
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WorldNormal = normalize(WorldNormal);
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WorldView = SafeNormalize(WorldView);
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int pixelLightCount = GetAdditionalLightsCount();
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for (int i = 0; i < pixelLightCount; ++i)
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{
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Light light = GetAdditionalLight(i, WorldPosition);
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
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specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness);
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}
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#endif
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Diffuse = diffuseColor;
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Specular = specularColor;
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}
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#endif
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