dwelling act 4 (live motion cap w/ kinect azure)
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#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
#include "AutoLight.cginc"
struct PointLight
{
float4 color;
float range;
float3 position;
};
StructuredBuffer<PointLight> _PointLights;
int _PointLightsNumber;
struct SpotLight
{
float4 color;
float3 position;
float4 direction;
float4 params;
};
StructuredBuffer<SpotLight> _SpotLights;
int _SpotLightsNumber;
float _Metallic;
UnityLight CreateUnityLight(float3 pos, float4 color, float3 worldPos, float3 normal)
{
UnityLight light;
light.dir = pos;
light.color = color;
light.ndotl = DotClamped(normal, light.dir);
return light;
}
float GetAttenuation(float dist, float inverseRange, float coeff)
{
return lerp(1.0, (1.0 - pow(dist * inverseRange * inverseRange, coeff)), 1);
}
half4 ApplyLighting(float3 albedo, float3 normals, float3 worldPos, float alpha)
{
fixed3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos));
#ifdef UNITY_COMPILER_HLSL
SurfaceOutputStandard o = (SurfaceOutputStandard)0;
#else
SurfaceOutputStandard o;
#endif
o.Albedo.rgb = albedo;
o.Emission = 0.0;
o.Alpha = 1.0;
o.Occlusion = 1.0;
o.Metallic = _Metallic;
o.Normal.rgb = mul((float3x3)unity_CameraToWorld, normals);
float3 specularTint;
float oneMinusReflectivity;
o.Albedo.rgb = DiffuseAndSpecularFromMetallic(albedo, o.Metallic, specularTint, oneMinusReflectivity);
float4 c = 0;
// Setup lighting environment
UnityGI gi;
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
// point light
UNITY_LOOP
for (int pi = 0; pi < _PointLightsNumber; pi++)
{
float3 lightVec = _PointLights[pi].position - worldPos;
if (_PointLights[pi].range - length(lightVec) < 0)
continue;
float att = GetAttenuation(dot(lightVec, lightVec), 1 / _PointLights[pi].range, 0.2);
float v = dot(lightVec, float3(o.Normal.x, o.Normal.y, o.Normal.z));
//Remove light from backward
if (dot(lightVec, float3(o.Normal.x, o.Normal.y, o.Normal.z)) <= 0.0)
continue;
UnityLight p = CreateUnityLight(lightVec, _PointLights[pi].color * att * alpha, worldPos, o.Normal.rgb);
gi.light = p;
c += UNITY_BRDF_PBS(o.Albedo.rgb, specularTint, oneMinusReflectivity, 0, o.Normal.rgb, normalize(_WorldSpaceCameraPos - worldPos), p, gi.indirect);
c.a = 1.0;
}
c.a = 1.0;
// spot light
UNITY_LOOP
for (int si = 0; si < _SpotLightsNumber; si++)
{
float3 lightVec = _SpotLights[si].position - worldPos;
float att = GetAttenuation(dot(lightVec, lightVec), _SpotLights[si].params.z, 0.8);
float3 dirSpotToWorld = -lightVec;
float dotDirectionWorld = dot(normalize(dirSpotToWorld), _SpotLights[si].direction.xyz);
float angleWorld = degrees(acos(dotDirectionWorld));
float angleMax = _SpotLights[si].params.x / 2.0;
UNITY_BRANCH
if (dotDirectionWorld < 0 || dotDirectionWorld < _SpotLights[si].direction.w)
{
continue;
}
else
{
float angleP = angleMax * (1 - _SpotLights[si].params.w);
UNITY_BRANCH
if (angleP < angleWorld && angleWorld < angleMax)
{
att *= (angleMax - angleWorld) / (angleMax - angleP);
}
}
att = saturate(att);
UnityLight p = CreateUnityLight(lightVec, (_SpotLights[si].color) * att * alpha, worldPos, o.Normal.rgb);
gi.light = p;
c += UNITY_BRDF_PBS(o.Albedo.rgb, specularTint, oneMinusReflectivity, 1, o.Normal.rgb, normalize(_WorldSpaceCameraPos - worldPos), p, gi.indirect);
c.a = 1.0;
}
return c;
}