223 lines
6.2 KiB
Plaintext
223 lines
6.2 KiB
Plaintext
|
|
Shader "AdvancedTerrainGrass/Internal-DeferredShading" {
|
|
Properties {
|
|
_LightTexture0 ("", any) = "" {}
|
|
_LightTextureB0 ("", 2D) = "" {}
|
|
_ShadowMapTexture ("", any) = "" {}
|
|
_SrcBlend ("", Float) = 1
|
|
_DstBlend ("", Float) = 1
|
|
}
|
|
SubShader {
|
|
|
|
// Pass 1: Lighting pass
|
|
// LDR case - Lighting encoded into a subtractive ARGB8 buffer
|
|
// HDR case - Lighting additively blended into floating point buffer
|
|
Pass {
|
|
ZWrite Off
|
|
Blend [_SrcBlend] [_DstBlend]
|
|
|
|
CGPROGRAM
|
|
#pragma target 3.0
|
|
#pragma vertex vert_deferred
|
|
#pragma fragment frag
|
|
#pragma multi_compile_lightpass
|
|
#pragma multi_compile ___ UNITY_HDR_ON
|
|
|
|
#pragma exclude_renderers nomrt
|
|
|
|
#include "UnityCG.cginc"
|
|
#include "UnityDeferredLibrary.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "UnityStandardUtils.cginc"
|
|
#include "UnityStandardBRDF.cginc"
|
|
|
|
#include "./AtgStandardBRDF.cginc"
|
|
|
|
sampler2D _CameraGBufferTexture0;
|
|
sampler2D _CameraGBufferTexture1;
|
|
sampler2D _CameraGBufferTexture2;
|
|
|
|
half4 CalculateLight (unity_v2f_deferred i)
|
|
{
|
|
float3 wpos;
|
|
float2 uv;
|
|
float atten, fadeDist;
|
|
UnityLight light;
|
|
UNITY_INITIALIZE_OUTPUT(UnityLight, light);
|
|
UnityDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, fadeDist);
|
|
|
|
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
|
|
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
|
|
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
|
|
|
|
// Check for translucent material
|
|
half TransMat = floor(gbuffer2.a * 3 + 0.5f) == 2 ? 1 : 0;
|
|
|
|
light.color = _LightColor.rgb * atten;
|
|
half3 baseColor = gbuffer0.rgb;
|
|
|
|
// Rewrite specColor if needed
|
|
half3 specColor = (TransMat == 1)? gbuffer1.rrr : gbuffer1.rgb;
|
|
|
|
half oneMinusRoughness = gbuffer1.a;
|
|
half3 normalWorld = gbuffer2.rgb * 2 - 1;
|
|
normalWorld = normalize(normalWorld);
|
|
float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos);
|
|
half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
|
|
light.ndotl = LambertTerm(normalWorld, light.dir);
|
|
|
|
UnityIndirect ind;
|
|
UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
|
|
ind.diffuse = 0;
|
|
ind.specular = 0;
|
|
|
|
//half4 res = UNITY_BRDF_PBS (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normalWorld, -eyeVec, light, ind);
|
|
|
|
// Added: specularIntensity
|
|
half specularIntensity = 1;
|
|
|
|
// Pick grass: spec color r is 0
|
|
//half grass = TransMat * saturate(1 - gbuffer1.r * 255);
|
|
// Pick grass: spec color r is 1 - due to Lux Plus support
|
|
half grass = (gbuffer1.r == 1) ? TransMat : 0;
|
|
|
|
// Grass
|
|
if (grass){
|
|
specularIntensity = gbuffer1.g;
|
|
specColor.rgb = unity_ColorSpaceDielectricSpec.rgb;
|
|
}
|
|
|
|
// Energy conserving wrapped around diffuse lighting / http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
|
|
// half wrap1 = 0.4;
|
|
// half NdotLDirect = saturate( ( dot(normalWorld, light.dir) + wrap1 ) / ( (1 + wrap1) * (1 + wrap1) ) );
|
|
//light.ndotl = (gbuffer2.a == 0) ? wrappedNdotL1 : LambertTerm(normalWorld, light.dir); // As Unity 5.5. does not know light.ndotl anymore
|
|
half NdotLDirect = /*TransMat ? NdotLDirect :*/ saturate(dot(normalWorld, light.dir));
|
|
|
|
|
|
half4 res = BRDF1_ATG_PBS (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normalWorld, -eyeVec, light, ind, specularIntensity);
|
|
// res.w contains specularTerm.r (monochrome)
|
|
|
|
|
|
/*
|
|
|
|
// Thin Layer Translucency
|
|
// Only using dotNL gives us more lively lighting beyond the shadow distance.
|
|
half backlight = saturate( dot(-normalWorld, light.dir) + 0.2);
|
|
half fresnel = (1.0 - backlight) * (1.0 - backlight);
|
|
fresnel *= fresnel;
|
|
//#if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE)
|
|
res.rgb += baseColor * backlight * (1.0 - fresnel) * 4.0f * gbuffer1.b * light.color * TransMat;
|
|
|
|
//res.rgb = backlight * (1.0 - fresnel);
|
|
|
|
|
|
half wrap = 0.5;
|
|
half wrappedNdotL = saturate( ( dot(-normalWorld, light.dir) + wrap ) / ( (1 + wrap) * (1 + wrap) ) );
|
|
|
|
half VdotL = saturate( dot(-eyeVec, -light.dir) );
|
|
half a2 = 0.7 * 0.7;
|
|
half d = ( VdotL * a2 - VdotL ) * VdotL + 1;
|
|
half GGX = (a2 / UNITY_PI) / (d * d);
|
|
half3 lightScattering = wrappedNdotL * GGX * gbuffer1.b * light.color;
|
|
// res.rgb += lightScattering * baseColor * 4;
|
|
|
|
*/
|
|
|
|
// Best for grass as the normal counts less
|
|
// // https://colinbarrebrisebois.com/2012/04/09/approximating-translucency-revisited-with-simplified-spherical-gaussian/
|
|
|
|
// grass has no transpower but stores specintensity in gbuffer1.g
|
|
|
|
UNITY_BRANCH
|
|
if(TransMat) {
|
|
|
|
half transPower = lerp( gbuffer1.g * 10.0f, 6.0f, grass);
|
|
|
|
half3 transLightDir = light.dir + normalWorld * 0.01;
|
|
half transDot = dot( transLightDir, eyeVec ); // sign(minus) comes from eyeVec
|
|
transDot = exp2(saturate(transDot) * transPower - transPower);
|
|
half3 lightScattering = transDot * light.color * lerp(1.0 - NdotLDirect, 1.0, grass);
|
|
|
|
// res.rgb += baseColor * 4.0 * gbuffer1.b * lightScattering * TransMat /* mask trans by spec */ * (1.0 - saturate(res.a))
|
|
// /* grass: here we reduce the diffuse lighting contribution - not good for flowers */ - Luminance(res.rgb) * lightScattering * grass * (1.0 - saturate(res.a));
|
|
|
|
// Simplyfied version to match Lux Plus
|
|
res.rgb += baseColor * 4.0 * gbuffer1.b * lightScattering * TransMat /* mask trans by spec */ * (1.0 - saturate(res.a));
|
|
|
|
}
|
|
res.a = 1;
|
|
|
|
//res.rgb = specColor;
|
|
|
|
//
|
|
|
|
|
|
|
|
return res;
|
|
}
|
|
|
|
#ifdef UNITY_HDR_ON
|
|
half4
|
|
#else
|
|
fixed4
|
|
#endif
|
|
frag (unity_v2f_deferred i) : SV_Target
|
|
{
|
|
half4 c = CalculateLight(i);
|
|
#ifdef UNITY_HDR_ON
|
|
return c;
|
|
#else
|
|
return exp2(-c);
|
|
#endif
|
|
}
|
|
|
|
ENDCG
|
|
}
|
|
|
|
|
|
// Pass 2: Final decode pass.
|
|
// Used only with HDR off, to decode the logarithmic buffer into the main RT
|
|
Pass {
|
|
ZTest Always Cull Off ZWrite Off
|
|
Stencil {
|
|
ref [_StencilNonBackground]
|
|
readmask [_StencilNonBackground]
|
|
// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
|
|
compback equal
|
|
compfront equal
|
|
}
|
|
|
|
CGPROGRAM
|
|
#pragma target 3.0
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma exclude_renderers nomrt
|
|
|
|
sampler2D _LightBuffer;
|
|
struct v2f {
|
|
float4 vertex : SV_POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(vertex);
|
|
o.texcoord = texcoord.xy;
|
|
#ifdef UNITY_SINGLE_PASS_STEREO
|
|
o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f);
|
|
#endif
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
return -log2(tex2D(_LightBuffer, i.texcoord));
|
|
}
|
|
ENDCG
|
|
}
|
|
|
|
}
|
|
Fallback Off
|
|
}
|