Added many other things and processings

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2026-08-13 17:55:05 +03:00
parent 36ecac038a
commit 3c490bdae8
625 changed files with 929224 additions and 151067 deletions
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//#define NOURP
//#define SURFACE
#if defined(SURFACE) && defined(SHADER_TARGET_SURFACE_ANALYSIS)
#define SURFACEANALYSIS
#endif
// Declare URP stuff if not in URP
#ifdef NOURP
#define LIGHTMAP_RGBM_MAX_GAMMA 5.0f // NB: Must match value in RGBMRanges.h
#define LIGHTMAP_RGBM_MAX_LINEAR 34.493242f // LIGHTMAP_RGBM_MAX_GAMMA ^ 2.2
#ifdef UNITY_LIGHTMAP_RGBM_ENCODING
#ifdef UNITY_COLORSPACE_GAMMA
#define LIGHTMAP_HDR_MULTIPLIER LIGHTMAP_RGBM_MAX_GAMMA
#define LIGHTMAP_HDR_EXPONENT 1.0f // Not used in gamma color space
#else
#define LIGHTMAP_HDR_MULTIPLIER LIGHTMAP_RGBM_MAX_LINEAR
#define LIGHTMAP_HDR_EXPONENT 2.2f
#endif
#elif defined(UNITY_LIGHTMAP_DLDR_ENCODING)
#ifdef UNITY_COLORSPACE_GAMMA
#define LIGHTMAP_HDR_MULTIPLIER 2.0f
#else
#define LIGHTMAP_HDR_MULTIPLIER 4.59f // 2.0 ^ 2.2
#endif
#define LIGHTMAP_HDR_EXPONENT 0.0f
#else // (UNITY_LIGHTMAP_FULL_HDR)
#define LIGHTMAP_HDR_MULTIPLIER 1.0f
#define LIGHTMAP_HDR_EXPONENT 1.0f
#endif
#endif
#define BAKERY_INV_PI 0.31830988618f
#ifdef SURFACE
sampler2D _RNM0, _RNM1, _RNM2;
float4 SAMPLERNM(sampler2D t, float2 uv)
{
return tex2D(t, uv);
}
#else
Texture2D _RNM0, _RNM1, _RNM2;
SamplerState sampler_RNM1;
float4 SAMPLERNM(Texture2D t, float2 uv)
{
return t.Sample(sampler_RNM1, uv);
}
#endif
#ifndef SURFACEANALYSIS
Texture3D _Volume0, _Volume1, _Volume2, _VolumeMask;
#ifdef BAKERY_COMPRESSED_VOLUME
Texture3D _Volume3;
#endif
SamplerState sampler_Volume0;
SamplerState sampler_VolumeMask;
#endif
float4x4 _VolumeMatrix, _GlobalVolumeMatrix;
float3 _VolumeMin, _VolumeInvSize;
float3 _GlobalVolumeMin, _GlobalVolumeInvSize;
//#ifdef BAKERY_VOLROTATIONY
float2 _GlobalVolumeRY, _VolumeRY;
//#endif
#if defined(BAKERY_MODE_NONE) || defined(BAKERY_MODE_RNM) || defined(BAKERY_MODE_SH) || defined(BAKERY_MODE_MONOSH) || defined(BAKERY_MODE_VERTEXBAKED) || defined(BAKERY_MODE_VOLUME) || defined(BAKERY_MODE_NONLINEARLIGHTPROBE)
#define BAKERY_NOSPECULARWEIGHTING
#endif
void LightmapUV_float(float2 uv, out float2 lightmapUV)
{
lightmapUV = uv * unity_LightmapST.xy + unity_LightmapST.zw;
}
#ifdef NOURP
float3 DecodeHDREnvironment(float4 encodedIrradiance, float4 decodeInstructions)
{
// Take into account texture alpha if decodeInstructions.w is true(the alpha value affects the RGB channels)
float alpha = max(decodeInstructions.w * (encodedIrradiance.a - 1.0) + 1.0, 0.0);
// If Linear mode is not supported we can skip exponent part
return (decodeInstructions.x * pow(abs(alpha), decodeInstructions.y)) * encodedIrradiance.rgb;
}
#endif
void DecodeLightmap2(float4 lightmap, out float3 result)
{
#ifdef UNITY_LIGHTMAP_FULL_HDR
float4 decodeInstructions = float4(0.0, 0.0, 0.0, 0.0); // Never used but needed for the interface since it supports gamma lightmaps
#else
#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
float4 decodeInstructions = float4(34.493242, 2.2, 0.0, 0.0); // range^2.2 = 5^2.2, gamma = 2.2
#else
float4 decodeInstructions = float4(2.0, 2.2, 0.0, 0.0); // range = 2.0^2.2 = 4.59
#endif
#endif
#ifdef NOURP
result = DecodeLightmap(lightmap);
#else
result = DecodeLightmap(lightmap, decodeInstructions);
#endif
}
void SampleRNM0_float(float2 lightmapUV, out float3 result)
{
DecodeLightmap2(SAMPLERNM(_RNM0, lightmapUV), result);
}
void SampleRNM1_float(float2 lightmapUV, out float3 result)
{
DecodeLightmap2(SAMPLERNM(_RNM1, lightmapUV), result);
}
void SampleRNM2_float(float2 lightmapUV, out float3 result)
{
DecodeLightmap2(SAMPLERNM(_RNM2, lightmapUV), result);
}
void SampleL1x_float(float2 lightmapUV, out float3 result)
{
result = SAMPLERNM(_RNM0, lightmapUV);
}
void SampleL1y_float(float2 lightmapUV, out float3 result)
{
result = SAMPLERNM(_RNM1, lightmapUV);
}
void SampleL1z_float(float2 lightmapUV, out float3 result)
{
result = SAMPLERNM(_RNM2, lightmapUV);
}
// Following two functions are copied from the original Unity standard shader for compatibility
// -----
#ifndef SURFACE
float SmoothnessToPerceptualRoughness(float smoothness)
{
return (1 - smoothness);
}
#endif
float BakeryPerceptualRoughnessToRoughness(float perceptualRoughness)
{
return perceptualRoughness * perceptualRoughness;
}
#ifndef SURFACE
float GGXTerm (half NdotH, half roughness)
{
half a2 = roughness * roughness;
half d = (NdotH * a2 - NdotH) * NdotH + 1.0f; // 2 mad
return BAKERY_INV_PI * a2 / (d * d + 1e-7f); // This function is not intended to be running on Mobile,
// therefore epsilon is smaller than what can be represented by half
}
#endif
#ifndef NOURP
inline half3 DecodeDirectionalLightmap (half3 color, half4 dirTex, half3 normalWorld)
{
// In directional (non-specular) mode Enlighten bakes dominant light direction
// in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient"
// gives a result close to plain diffuse response lightmaps, but normalmapped.
// Note that dir is not unit length on purpose. Its length is "directionality", like
// for the directional specular lightmaps.
half halfLambert = dot(normalWorld, dirTex.xyz - 0.5) + 0.5;
return color * halfLambert / max(1e-4h, dirTex.w);
}
#endif
#define UNITY_SPECCUBE_LOD_STEPS 6
float BakeryPerceptualRoughnessToMipmapLevel(float perceptualRoughness, uint mipMapCount)
{
perceptualRoughness = perceptualRoughness * (1.7 - 0.7 * perceptualRoughness);
return perceptualRoughness * mipMapCount;
}
float BakeryPerceptualRoughnessToMipmapLevel(float perceptualRoughness)
{
return BakeryPerceptualRoughnessToMipmapLevel(perceptualRoughness, UNITY_SPECCUBE_LOD_STEPS);
}
#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1.0 - 0.04) // standard dielectric reflectivity coef at incident angle (= 4%)
// -----
void DirectionalSpecular_float(float2 lightmapUV, float3 normalWorld, float3 viewDir, float smoothness, out float3 color)
{
#ifdef LIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
#ifdef NOURP
float3 lmColor = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV));
#else
float3 lmColor = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h));
#endif
float3 lmDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV) * 2 - 1;
float3 halfDir = normalize(normalize(lmDir) + viewDir);
float nh = saturate(dot(normalWorld, halfDir));
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
float spec = GGXTerm(nh, roughness);
color = lmColor * spec * 0.99999;
return;
#endif
#endif
color = 0;
}
void DirectionalDiffuse_float(float2 lightmapUV, float3 normalWorld, out float3 color)
{
#ifdef LIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
#ifdef NOURP
float3 lmColor = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV));
#else
float3 lmColor = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h));
#endif
float4 lmDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV);
color = DecodeDirectionalLightmap(lmColor, lmDir, normalWorld);
#endif
#endif
color = 0;
}
void Specular_float(float3 lightDir, float3 normalWorld, float3 viewDir, float smoothness, out float specular)
{
float3 halfDir = normalize(lightDir + viewDir);
float nh = saturate(dot(normalWorld, halfDir));
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
specular = GGXTerm(nh, roughness);
}
float shEvaluateDiffuseL1Geomerics(float L0, float3 L1, float3 n)
{
// average energy
float R0 = L0;
// avg direction of incoming light
float3 R1 = 0.5f * L1;
// directional brightness
float lenR1 = length(R1);
// linear angle between normal and direction 0-1
//float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
//float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
float q = dot(normalize(R1), n) * 0.5 + 0.5;
// power for q
// lerps from 1 (linear) to 3 (cubic) based on directionality
float p = 1.0f + 2.0f * lenR1 / R0;
// dynamic range constant
// should vary between 4 (highly directional) and 0 (ambient)
float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
}
void NonLinearLightProbe_float(float3 normalWorld, out float3 color)
{
float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
color.r = shEvaluateDiffuseL1Geomerics(L0.r, unity_SHAr.xyz, normalWorld);
color.g = shEvaluateDiffuseL1Geomerics(L0.g, unity_SHAg.xyz, normalWorld);
color.b = shEvaluateDiffuseL1Geomerics(L0.b, unity_SHAb.xyz, normalWorld);
}
void BakerySH_float(float3 L0, float3 normalWorld, float2 lightmapUV, out float3 sh)
{
#ifdef LIGHTMAP_ON
float3 nL1x = SAMPLERNM(_RNM0, lightmapUV) * 2 - 1;
float3 nL1y = SAMPLERNM(_RNM1, lightmapUV) * 2 - 1;
float3 nL1z = SAMPLERNM(_RNM2, lightmapUV) * 2 - 1;
float3 L1x = nL1x * L0 * 2;
float3 L1y = nL1y * L0 * 2;
float3 L1z = nL1z * L0 * 2;
float lumaL0 = dot(L0, 1);
float lumaL1x = dot(L1x, 1);
float lumaL1y = dot(L1y, 1);
float lumaL1z = dot(L1z, 1);
float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
float regularLumaSH = dot(sh, 1);
sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
sh = max(sh, 0);
return;
#endif
NonLinearLightProbe_float(normalWorld, sh);
}
void BakeryMonoSH_float(float3 normalWorld, float2 lightmapUV, out float3 sh)
{
#ifdef LIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
#ifdef NOURP
float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV));
#else
float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h));
#endif
float3 dominantDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV);
float3 nL1 = dominantDir * 2 - 1;
float3 L1x = nL1.x * L0 * 2;
float3 L1y = nL1.y * L0 * 2;
float3 L1z = nL1.z * L0 * 2;
float lumaL0 = dot(L0, 1);
float lumaL1x = dot(L1x, 1);
float lumaL1y = dot(L1y, 1);
float lumaL1z = dot(L1z, 1);
float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
float regularLumaSH = dot(sh, 1);
sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
sh = max(sh, 0);
return;
#endif
#endif
//sh = 0;
NonLinearLightProbe_float(normalWorld, sh);
}
void BakerySpecSHFull_float(float3 L0, float3 normalWorld, float2 lightmapUV, float3 viewDir, float smoothness, float3 albedo, float metalness,
out float3 diffuseSH, out float3 specularSH)
{
#ifdef LIGHTMAP_ON
float3 nL1x = SAMPLERNM(_RNM0, lightmapUV) * 2 - 1;
float3 nL1y = SAMPLERNM(_RNM1, lightmapUV) * 2 - 1;
float3 nL1z = SAMPLERNM(_RNM2, lightmapUV) * 2 - 1;
float3 L1x = nL1x * L0 * 2;
float3 L1y = nL1y * L0 * 2;
float3 L1z = nL1z * L0 * 2;
float lumaL0 = dot(L0, 1);
float lumaL1x = dot(L1x, 1);
float lumaL1y = dot(L1y, 1);
float lumaL1z = dot(L1z, 1);
float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
diffuseSH = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
float regularLumaSH = dot(diffuseSH, 1);
diffuseSH *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
diffuseSH = max(diffuseSH, 0.0);
const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f);
float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
float focus = saturate(length(dominantDir));
float3 halfDir = normalize(normalize(dominantDir) - -viewDir);
float nh = saturate(dot(normalWorld, halfDir));
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
float spec = GGXTerm(nh, roughness);
specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
specularSH = max(spec * specularSH, 0.0);
#ifndef BAKERY_NOSPECULARWEIGHTING
// Convert metalness to specular and "oneMinusReflectivity"
float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
float oneMinusDielectricSpec = 1.0 - 0.04;
float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
// Directly apply fresnel and smoothness-dependent grazing term
float nv = 1.0f - saturate(dot(normalWorld, viewDir));
float nv2 = nv * nv;
float fresnel = nv * nv2 * nv2;
float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
float grazingTerm = saturate(smoothness + reflectivity);
float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse
specularSH *= fresnel3;
diffuseSH = max(diffuseSH, 0);
specularSH = max(specularSH, 0);
#endif
return;
#endif
specularSH = 0;
NonLinearLightProbe_float(normalWorld, diffuseSH);
}
void BakerySpecMonoSHFull_float(float3 normalWorld, float2 lightmapUV, float3 viewDir, float smoothness, float3 albedo, float metalness,
out float3 diffuseSH, out float3 specularSH)
{
#ifdef LIGHTMAP_ON
#ifdef DIRLIGHTMAP_COMBINED
#ifdef NOURP
float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV));
#else
float3 L0 = DecodeLightmap(unity_Lightmap.Sample(samplerunity_Lightmap, lightmapUV), half4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0h, 0.0h));
#endif
float3 dominantDir = unity_LightmapInd.Sample(samplerunity_Lightmap, lightmapUV);
float3 nL1 = dominantDir * 2 - 1;
float3 L1x = nL1.x * L0 * 2;
float3 L1y = nL1.y * L0 * 2;
float3 L1z = nL1.z * L0 * 2;
float lumaL0 = dot(L0, 1);
float lumaL1x = dot(L1x, 1);
float lumaL1y = dot(L1y, 1);
float lumaL1z = dot(L1z, 1);
float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
diffuseSH = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
float regularLumaSH = dot(diffuseSH, 1);
diffuseSH *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
diffuseSH = max(diffuseSH, 0.0);
const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f);
dominantDir = nL1;
float focus = saturate(length(dominantDir));
float3 halfDir = normalize(normalize(dominantDir) - -viewDir);
float nh = saturate(dot(normalWorld, halfDir));
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
float spec = GGXTerm(nh, roughness);
specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
specularSH = max(spec * specularSH, 0.0);
#ifndef BAKERY_NOSPECULARWEIGHTING
// Convert metalness to specular and "oneMinusReflectivity"
float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
float oneMinusDielectricSpec = 1.0 - 0.04;
float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
// Directly apply fresnel and smoothness-dependent grazing term
float nv = 1.0f - saturate(dot(normalWorld, viewDir));
float nv2 = nv * nv;
float fresnel = nv * nv2 * nv2;
float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
float grazingTerm = saturate(smoothness + reflectivity);
float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse
specularSH *= fresnel3;
diffuseSH = max(diffuseSH, 0);
specularSH = max(specularSH, 0);
#endif
return;
#endif
#endif
diffuseSH = 0;
specularSH = 0;
NonLinearLightProbe_float(normalWorld, diffuseSH);
}
void BakerySpecMonoSHFullVertex_float(float3 normalWorld, float3 L0, float3 dominantDir, float3 viewDir, float smoothness, float3 albedo, float metalness,
out float3 diffuseSH, out float3 specularSH)
{
float3 nL1 = dominantDir;
float3 L1x = nL1.x * L0 * 2;
float3 L1y = nL1.y * L0 * 2;
float3 L1z = nL1.z * L0 * 2;
float lumaL0 = dot(L0, 1);
float lumaL1x = dot(L1x, 1);
float lumaL1y = dot(L1y, 1);
float lumaL1z = dot(L1z, 1);
float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
diffuseSH = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
float regularLumaSH = dot(diffuseSH, 1);
diffuseSH *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
diffuseSH = max(diffuseSH, 0.0);
const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f);
dominantDir = nL1;
float focus = saturate(length(dominantDir));
float3 halfDir = normalize(normalize(dominantDir) - -viewDir);
float nh = saturate(dot(normalWorld, halfDir));
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
float spec = GGXTerm(nh, roughness);
specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
specularSH = max(spec * specularSH, 0.0);
#ifndef BAKERY_NOSPECULARWEIGHTING
// Convert metalness to specular and "oneMinusReflectivity"
float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
float oneMinusDielectricSpec = 1.0 - 0.04;
float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
// Directly apply fresnel and smoothness-dependent grazing term
float nv = 1.0f - saturate(dot(normalWorld, viewDir));
float nv2 = nv * nv;
float fresnel = nv * nv2 * nv2;
float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
float grazingTerm = saturate(smoothness + reflectivity);
float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse
specularSH *= fresnel3;
diffuseSH = max(diffuseSH, 0);
specularSH = max(specularSH, 0);
#endif
}
void BakeryVolume(float3 lpUV, float3 normalWorld, out float3 sh)
{
#ifdef SURFACEANALYSIS
sh = 0;
#else
#ifdef BAKERY_COMPRESSED_VOLUME
float4 tex0, tex1, tex2, tex3;
float3 L0, L1x, L1y, L1z;
tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
tex1 = _Volume1.Sample(sampler_Volume0, lpUV) * 2 - 1;
tex2 = _Volume2.Sample(sampler_Volume0, lpUV) * 2 - 1;
tex3 = _Volume3.Sample(sampler_Volume0, lpUV) * 2 - 1;
L0 = tex0.xyz;
L1x = tex1.xyz * L0 * 2;
L1y = tex2.xyz * L0 * 2;
L1z = tex3.xyz * L0 * 2;
#else
float4 tex0, tex1, tex2;
float3 L0, L1x, L1y, L1z;
tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
tex1 = _Volume1.Sample(sampler_Volume0, lpUV);
tex2 = _Volume2.Sample(sampler_Volume0, lpUV);
L0 = tex0.xyz;
L1x = tex1.xyz;
L1y = tex2.xyz;
L1z = float3(tex0.w, tex1.w, tex2.w);
#endif
sh.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld);
sh.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld);
sh.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld);
sh = max(sh, 0);
#endif
}
float3 VolumeCoords(float3 posWorld, float supportBakedVolumeRotation)
{
bool isGlobal = dot(abs(_VolumeInvSize),1) == 0;
float3 lpUV = posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin);
//#ifdef BAKERY_VOLROTATIONY
if (supportBakedVolumeRotation > 0)
{
float2 sc = (isGlobal ? _GlobalVolumeRY : _VolumeRY);
lpUV.xz = mul(float2x2(sc.y, -sc.x, sc.x, sc.y), lpUV.xz);
}
//#endif
lpUV *= (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
return lpUV;
}
void BakeryVolume_float(float3 posWorld, float3 normalWorld, float supportBakedVolumeRotation, out float3 sh)
{
float3 lpUV = VolumeCoords(posWorld, supportBakedVolumeRotation);
BakeryVolume(lpUV, normalWorld, sh);
}
void BakeryVolumeRotatable_float(float3 posWorld, float3 normalWorld, out float3 sh)
{
bool isGlobal = dot(abs(_VolumeInvSize),1) == 0;
float4x4 volMatrix = (isGlobal ? _GlobalVolumeMatrix : _VolumeMatrix);
float3 volInvSize = (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
float3 lpUV = mul(volMatrix, float4(posWorld,1)).xyz * volInvSize + 0.5f;
normalWorld = mul((float3x3)volMatrix, normalWorld);
BakeryVolume(lpUV, normalWorld, sh);
}
void BakeryVolumeSpec_float(float3 posWorld, float3 normalWorld, float3 viewDir, float smoothness, float3 albedo, float metalness, float supportBakedVolumeRotation,
out float3 diffuseSH, out float3 specularSH)
{
#ifdef SURFACEANALYSIS
diffuseSH = specularSH = 0;
#else
float3 lpUV = VolumeCoords(posWorld, supportBakedVolumeRotation);
#ifdef BAKERY_COMPRESSED_VOLUME
float4 tex0, tex1, tex2, tex3;
float3 L0, L1x, L1y, L1z;
tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
tex1 = _Volume1.Sample(sampler_Volume0, lpUV) * 2 - 1;
tex2 = _Volume2.Sample(sampler_Volume0, lpUV) * 2 - 1;
tex3 = _Volume3.Sample(sampler_Volume0, lpUV) * 2 - 1;
L0 = tex0.xyz;
L1x = tex1.xyz * L0 * 2;
L1y = tex2.xyz * L0 * 2;
L1z = tex3.xyz * L0 * 2;
#else
float4 tex0, tex1, tex2;
float3 L0, L1x, L1y, L1z;
tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
tex1 = _Volume1.Sample(sampler_Volume0, lpUV);
tex2 = _Volume2.Sample(sampler_Volume0, lpUV);
L0 = tex0.xyz;
L1x = tex1.xyz;
L1y = tex2.xyz;
L1z = float3(tex0.w, tex1.w, tex2.w);
#endif
diffuseSH.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld);
diffuseSH.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld);
diffuseSH.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld);
diffuseSH = max(diffuseSH, 0);
const float3 lumaConv = float3(0.2125f, 0.7154f, 0.0721f);
float3 nL1x = L1x / L0;
float3 nL1y = L1y / L0;
float3 nL1z = L1z / L0;
float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
float3 halfDir = normalize(normalize(dominantDir) - -viewDir);
float nh = saturate(dot(normalWorld, halfDir));
float perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
float roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
float spec = GGXTerm(nh, roughness);
specularSH = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
specularSH = max(spec * specularSH, 0.0);
#ifndef BAKERY_NOSPECULARWEIGHTING
// Convert metalness to specular and "oneMinusReflectivity"
float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
float oneMinusDielectricSpec = 1.0 - 0.04;
float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
// Directly apply fresnel and smoothness-dependent grazing term
float nv = 1.0f - saturate(dot(normalWorld, viewDir));
float nv2 = nv * nv;
float fresnel = nv * nv2 * nv2;
float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
float grazingTerm = saturate(smoothness + reflectivity);
float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
diffuseSH *= oneMinusReflectivity; // no baked GI override: modify diffuse
specularSH *= fresnel3;
diffuseSH = max(diffuseSH, 0);
specularSH = max(specularSH, 0);
#endif
#endif
}
void URPMainLightDiffuse_float(float3 normalWorld, float3 albedo, out float3 diffuseLight)
{
#ifndef UNIVERSAL_LIGHTING_INCLUDED
float3 direction = float3(0.5, 0.5, 1);
float3 color = 1;
#else
Light mainLight = GetMainLight();
float3 direction = mainLight.direction;
float3 color = mainLight.color;
#endif
diffuseLight = saturate(dot(normalWorld, direction)) * albedo * color;
}
void VolumeShadowmaskA_float(float3 posWorld, float supportBakedVolumeRotation, out float shadowmask)
{
#ifdef SURFACEANALYSIS
shadowmask = 0;
#else
float3 lpUV = VolumeCoords(posWorld, supportBakedVolumeRotation);
shadowmask = _VolumeMask.Sample(sampler_VolumeMask, lpUV).a;
#endif
}
void SmoothnessToMip_float(float smoothness, out float mip)
{
float pr = SmoothnessToPerceptualRoughness(smoothness);
mip = BakeryPerceptualRoughnessToMipmapLevel(pr);
}
void WeightReflection_float(float smoothness, float metallic, float occlusion,
float3 baseColor, float3 normal, float3 viewDir, float3 reflection,
out float3 newReflection)
{
half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
half roughness = BakeryPerceptualRoughnessToRoughness(perceptualRoughness);
half surfaceReduction = 1.0 / (roughness*roughness + 1.0);
float3 pSpecular = lerp(unity_ColorSpaceDielectricSpec.rgb, baseColor, metallic);
//baseColor = lerp(baseColor, 0, metallic);
half reflectivity = max(max(pSpecular.r, pSpecular.g), pSpecular.b);
half grazingTerm = saturate(smoothness + reflectivity);
surfaceReduction *= occlusion;
float3 pNdotV = saturate(dot(normal, viewDir));
float fresnel = 1 - pNdotV;
float t2 = fresnel * fresnel;
fresnel *= t2 * t2;
newReflection = surfaceReduction * reflection * lerp(pSpecular, grazingTerm, fresnel);
}
void GetReflectionProjected_float(float3 worldPos, float3 viewDir, float3 normal, float lod, float smoothness, out float3 reflection)
{
float3 reflDir = normalize(reflect(-viewDir, normal));
float3 specCol = 0;
#ifdef _REFLECTION_PROBE_BOX_PROJECTION
#ifdef NOURP
if (unity_SpecCube0_ProbePosition.w > 0.0f)
{
float3 factors = ((reflDir > 0 ? unity_SpecCube0_BoxMax.xyz : unity_SpecCube0_BoxMin.xyz) - worldPos) / reflDir;
float scalar = min(min(factors.x, factors.y), factors.z);
reflDir = reflDir * scalar + (worldPos - unity_SpecCube0_ProbePosition.xyz);
}
#endif
#endif
#ifdef NOURP
#ifdef SURFACEANALYSIS
float4 sampleRefl = 0;
#else
float4 sampleRefl = unity_SpecCube0.Sample(samplerunity_SpecCube0, reflDir, lod);
#endif
#else
//float4 sampleRefl = SAMPLE_TEXTURECUBE_LOD(unity_SpecCube0, samplerunity_SpecCube0, reflDir, lod);
half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
#ifdef UNIVERSAL_GLOBAL_ILLUMINATION_INCLUDED
#if UNITY_VERSION >= 202210
specCol = GlossyEnvironmentReflection(reflDir, worldPos, perceptualRoughness, 1, 0); // omit screenspace UVs for F+ for now
#else
specCol = GlossyEnvironmentReflection(reflDir, worldPos, perceptualRoughness, 1);
#endif
#endif
#endif
//float3 specCol = DecodeHDREnvironment(sampleRefl, unity_SpecCube0_HDR);
reflection = specCol;
}
void GetURPShadow_float(float3 worldPos, float3 worldNormal, float3 bakedGI, out float3 modifiedGI, out float shadow)
{
#if defined(UNIVERSAL_SHADOWS_INCLUDED) && defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK)
#ifdef _MAIN_LIGHT_SHADOWS_CASCADE
half cascadeIndex = ComputeCascadeIndex(worldPos);
#else
half cascadeIndex = 0;
#endif
float4 shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(worldPos, 1.0));
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half4 shadowParams = _MainLightShadowParams;
shadow = SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, false);
float3 lightDir = _MainLightPosition.xyz;
float3 lightColor = _MainLightColor.rgb;
half shadowStrength = GetMainLightShadowStrength();
half contributionTerm = saturate(dot(lightDir, worldNormal));
half3 lambert = lightColor * contributionTerm;
half3 estimatedLightContributionMaskedByInverseOfShadow = lambert * (1.0 - shadow);
half3 subtractedLightmap = bakedGI - estimatedLightContributionMaskedByInverseOfShadow;
// Subtractive shadows are awful
// But it is the only thing URP supports ¯\_(ツ)_/¯
half3 realtimeShadow = max(subtractedLightmap, _SubtractiveShadowColor.xyz);
realtimeShadow = lerp(bakedGI, realtimeShadow, shadowStrength);
modifiedGI = min(bakedGI, realtimeShadow);
#else
modifiedGI = bakedGI; // shadows are undefined in this scene!
shadow = 1;
#endif
}
void WeightReflection2_float(float smoothness, float metallic, float occlusion,
float3 baseColor, float3 worldPos, float3 normal, float3 viewDir, float3 diffuse, float3 specular, float3 specularColor,
out float3 newDiffuse, out float3 newSpecular)
{
// Convert metalness to specular and "oneMinusReflectivity"
float3 specularColorFinal = lerp(float3(0.04, 0.04, 0.04), baseColor, metallic);
float oneMinusDielectricSpec = 1.0 - 0.04;
float oneMinusReflectivity = oneMinusDielectricSpec - metallic * oneMinusDielectricSpec;
#ifdef _SPECULAR_SETUP
specularColorFinal = specularColor;
#endif
// Directly apply fresnel and smoothness-dependent grazing term
float nv = 1.0f - saturate(dot(normal, viewDir));
float nv2 = nv * nv;
float fresnel = nv * nv2 * nv2;
float reflectivity = max(max(specularColorFinal.r, specularColorFinal.g), specularColorFinal.b); // hack, but consistent with Unity code
#ifdef _SPECULAR_SETUP
oneMinusReflectivity = 1.0f - reflectivity;
#endif
float grazingTerm = saturate(smoothness + reflectivity);
float3 fresnel3 = lerp(specularColorFinal, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
diffuse *= oneMinusReflectivity; // no baked GI override: modify diffuse
specular *= fresnel3;
diffuse = max(diffuse, 0);
specular = max(specular, 0);
// Subtract shadows if needed
float shadow;
GetURPShadow_float(worldPos, normal, diffuse, newDiffuse, shadow);
newDiffuse = newDiffuse * baseColor * occlusion;
newSpecular = specular * shadow;
}
void UnpackNormal_float(float4 tex, out float3 normal)
{
#if defined(UNITY_NO_DXT5nm)
normal = tex.xyz * 2 - 1;
normal.z = sqrt(1 - saturate(dot(normal.xy, normal.xy))); // do not trust normal map z
#else
normal = UnpackNormal(tex);
#endif
}
void FullVolumeLighting_float(float3 objPos, float3 worldNormal, float3 viewDir, float ao, float supportBakedVolumeRotation, out float3 color)
{
#ifdef UNIVERSAL_LIGHTING_INCLUDED
VertexPositionInputs vertexInput = GetVertexPositionInputs(objPos);
float3 lpUV = VolumeCoords(vertexInput.positionWS, supportBakedVolumeRotation);
float4 mask = _VolumeMask.Sample(sampler_VolumeMask, lpUV);
Light light = GetMainLight(GetShadowCoord(vertexInput), vertexInput.positionWS, mask);
//float specular = 1;
//float smoothness = 1;
float3 attenColor = light.color * light.distanceAttenuation * light.shadowAttenuation;
color = LightingLambert(attenColor, light.direction, worldNormal);
//color = LightingSpecular(attenColor, light.direction, worldNormal, viewDir, specular, smoothness);
int pixelLightCount = GetAdditionalLightsCount();
uint layers = GetMeshRenderingLayer();
for (int i = 0; i < pixelLightCount; i++)
{
light = GetAdditionalLight(i, vertexInput.positionWS, mask);
if (IsMatchingLightLayer(light.layerMask, layers))
{
attenColor = light.color * light.distanceAttenuation * light.shadowAttenuation;
color += LightingLambert(attenColor, light.direction, worldNormal);
}
}
float3 sh;
BakeryVolume_float(vertexInput.positionWS, worldNormal, supportBakedVolumeRotation, sh);
color += sh * ao;
#else
color = 0;
#endif
}
void FullVolumeLightingSpec_float(float3 objPos, float3 worldNormal, float3 viewDir, float3 albedo, float ao, float smoothness, float metalness, float supportBakedVolumeRotation, out float3 diffuse, out float3 specular, out float3 indirectSpecular)
{
#ifdef UNIVERSAL_LIGHTING_INCLUDED
VertexPositionInputs vertexInput = GetVertexPositionInputs(objPos);
float3 lpUV = VolumeCoords(vertexInput.positionWS, supportBakedVolumeRotation);
float4 mask = _VolumeMask.Sample(sampler_VolumeMask, lpUV);
Light light = GetMainLight(GetShadowCoord(vertexInput), vertexInput.positionWS, mask);
float3 attenColor = light.color * light.distanceAttenuation * light.shadowAttenuation;
diffuse = LightingLambert(attenColor, light.direction, worldNormal);
float spec;
Specular_float(light.direction, worldNormal, viewDir, smoothness, spec);
specular = spec * attenColor;
int pixelLightCount = GetAdditionalLightsCount();
uint layers = GetMeshRenderingLayer();
for (int i = 0; i < pixelLightCount; i++)
{
light = GetAdditionalLight(i, vertexInput.positionWS, mask);
if (IsMatchingLightLayer(light.layerMask, layers))
{
attenColor = light.color * light.distanceAttenuation * light.shadowAttenuation;
diffuse += LightingLambert(attenColor, light.direction, worldNormal);
Specular_float(light.direction, worldNormal, viewDir, smoothness, spec);
specular += spec * attenColor;
}
}
#ifdef BAKERY_LMSPEC
float3 diffuseSH, specularSH;
BakeryVolumeSpec_float(vertexInput.positionWS, worldNormal, viewDir, smoothness, albedo, metalness, supportBakedVolumeRotation, diffuseSH, specularSH);
diffuse += diffuseSH * ao;
indirectSpecular = specularSH * ao;
#else
float3 sh;
BakeryVolume_float(vertexInput.positionWS, worldNormal, supportBakedVolumeRotation, sh);
diffuse += sh * ao;
indirectSpecular = 0;
#endif
#ifndef BAKERY_NOSPECULARWEIGHTING
// Convert metalness to specular and "oneMinusReflectivity"
float3 specularColor = lerp(float3(0.04, 0.04, 0.04), albedo, metalness);
float oneMinusDielectricSpec = 1.0 - 0.04;
float oneMinusReflectivity = oneMinusDielectricSpec - metalness * oneMinusDielectricSpec;
// Directly apply fresnel and smoothness-dependent grazing term
float nv = 1.0f - saturate(dot(worldNormal, viewDir));
float nv2 = nv * nv;
float fresnel = nv * nv2 * nv2;
float reflectivity = max(max(specularColor.r, specularColor.g), specularColor.b); // hack, but consistent with Unity code
float grazingTerm = saturate(smoothness + reflectivity);
float3 fresnel3 = lerp(specularColor, float3(grazingTerm, grazingTerm, grazingTerm), fresnel);
diffuse *= oneMinusReflectivity; // no baked GI override: modify diffuse
specular *= fresnel3;
diffuse = max(diffuse, 0);
specular = max(specular, 0);
#endif
#else
diffuse = 0;
specular = 0;
#endif
}
void unpack3NFloats_float(float src, out float3 dest)
{
float r = frac(src);
float g = frac(src * 256.0);
float b = frac(src * 65536.0);
dest = float3(r, g, b);
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