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357
Packages/NBShaders/Shader/HLSL/SixWaySmokeLit.hlsl
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357
Packages/NBShaders/Shader/HLSL/SixWaySmokeLit.hlsl
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#ifndef SIX_WAY_SMOKE_LIT_HLSL
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#define SIX_WAY_SMOKE_LIT_HLSL
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//这部分尽量借鉴 UnityEditor.VFX.HDRP.SixWaySmokeLit
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "ParticlesUnlitInputNew.hlsl"
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// Generated from UnityEditor.VFX.HDRP.SixWaySmokeLit+BSDFData
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// PackingRules = Exact
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struct BSDFData
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{
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uint materialFeatures;
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float absorptionRange;
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real4 diffuseColor;
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real3 fresnel0;
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real ambientOcclusion;
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float3 normalWS;
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float4 tangentWS;
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real3 geomNormalWS;
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real3 rigRTBk;
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real3 rigLBtF;
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real3 bakeDiffuseLighting0;//rigRTBk.x
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real3 bakeDiffuseLighting1;//rigRTBk.y
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real3 bakeDiffuseLighting2;// bsdfData.tangentWS.w > 0.0f ? rigRTBk.z : rigLBtF.z
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real3 backBakeDiffuseLighting0;//rigLBtF.x
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real3 backBakeDiffuseLighting1;//rigLBtF.y
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real3 backBakeDiffuseLighting2;// bsdfData.tangentWS.w > 0.0f ? rigLBtF.z : rigRTBk.z
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//-----NBShaders-----
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real3 emission;
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real emissionInput;//NegativeTex.a
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real alpha;//PositiveTex.a
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};
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#define ABSORPTION_EPSILON max(REAL_MIN, 1e-5)
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real3 ComputeDensityScales(real3 absorptionColor)
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{
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absorptionColor.rgb = max(ABSORPTION_EPSILON, absorptionColor.rgb);
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// Empirical value used to parametrize absorption from color
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const real absorptionStrength = 0.2f;
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return 1.0f + log2(absorptionColor.rgb) / log2(absorptionStrength);
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}
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real3 GetTransmissionWithAbsorption(real transmission, real4 absorptionColor, real absorptionRange)
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{
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#if defined(VFX_SIX_WAY_ABSORPTION)
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real3 densityScales = ComputeDensityScales(absorptionColor.rgb);
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#ifdef VFX_BLENDMODE_PREMULTIPLY
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absorptionRange *= (absorptionColor.a > 0) ? absorptionColor.a : 1.0f;
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#endif
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// real3 outTransmission = GetTransmissionWithAbsorption(transmission, densityScales, absorptionRange);
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real3 outTransmission = pow(saturate(transmission / absorptionRange), densityScales);
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outTransmission *= absorptionRange;
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return outTransmission;
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#else
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return transmission.xxx * absorptionColor.rgb; // simple multiply
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#endif
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}
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void ModifyBakedDiffuseLighting(BSDFData bsdfData, inout float3 bakeDiffuseLighting)
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{
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bakeDiffuseLighting = 0;
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// Scale to be energy conserving: Total energy = 4*pi; divided by 6 directions
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float scale = 4.0f * PI / 6.0f;
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float3 frontBakeDiffuseLighting = bsdfData.tangentWS.w > 0.0f ? bsdfData.bakeDiffuseLighting2 : bsdfData.backBakeDiffuseLighting2;
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float3 backBakeDiffuseLighting = bsdfData.tangentWS.w > 0.0f ? bsdfData.backBakeDiffuseLighting2 : bsdfData.bakeDiffuseLighting2;
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float3x3 bakeDiffuseLightingMat;
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bakeDiffuseLightingMat[0] = bsdfData.bakeDiffuseLighting0;
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bakeDiffuseLightingMat[1] = bsdfData.bakeDiffuseLighting1;
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bakeDiffuseLightingMat[2] = frontBakeDiffuseLighting;
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bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigRTBk.x, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[0];
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bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigRTBk.y, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[1];
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bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigRTBk.z, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[2];
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bakeDiffuseLightingMat[0] = bsdfData.backBakeDiffuseLighting0;
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bakeDiffuseLightingMat[1] = bsdfData.backBakeDiffuseLighting1;
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bakeDiffuseLightingMat[2] = backBakeDiffuseLighting;
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bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigLBtF.x, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[0];
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bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigLBtF.y, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[1];
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bakeDiffuseLighting += GetTransmissionWithAbsorption(bsdfData.rigLBtF.z, bsdfData.diffuseColor, bsdfData.absorptionRange) * bakeDiffuseLightingMat[2];
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bakeDiffuseLighting *= scale;
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}
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//世界空间到切线空间方向转换
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float3 TransformToLocalFrame(float3 L, BSDFData bsdfData)
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{
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float3 zVec = -bsdfData.normalWS;
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float3 xVec = bsdfData.tangentWS.xyz;
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float3 yVec = -cross(zVec, xVec) * bsdfData.tangentWS.w;//原代码没有负值,实际测试需要负值
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float3x3 tbn = float3x3(xVec, yVec, zVec);
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return mul(tbn, L);
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}
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CBSDF EvaluateBSDF(float3 L, BSDFData bsdfData)
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{
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CBSDF cbsdf;
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ZERO_INITIALIZE(CBSDF, cbsdf);
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float3 dir = TransformToLocalFrame(L, bsdfData);
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float3 weights = dir >= 0 ? bsdfData.rigRTBk.xyz : bsdfData.rigLBtF.xyz;
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float3 sqrDir = dir*dir;
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cbsdf.diffR = GetTransmissionWithAbsorption(dot(sqrDir, weights), bsdfData.diffuseColor, bsdfData.absorptionRange);
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return cbsdf;
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}
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//这一步最好在面板上做完
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half GetAbsorptionRange(float absorptionStrenth)
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{
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return INV_PI + saturate(absorptionStrenth) * (1 - INV_PI);
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}
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//---------NBShaderUtility-----------
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//UseInVerTex
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void GetSixWayBakeDiffuseLight(real3 normalWS,real3 tangentWS,real3 biTangentWS,
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inout half3 bakeDiffuseLighting0,inout half3 bakeDiffuseLighting1,inout half3 bakeDiffuseLighting2,
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inout half3 backBakeDiffuseLighting0,inout half3 backBakeDiffuseLighting1,inout half3 backBakeDiffuseLighting2)
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{
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bakeDiffuseLighting0 = SampleSHVertex(tangentWS);
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bakeDiffuseLighting1 = SampleSHVertex(biTangentWS);
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bakeDiffuseLighting2 = SampleSHVertex(-normalWS);
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backBakeDiffuseLighting0 = SampleSHVertex(-tangentWS);
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backBakeDiffuseLighting1 = SampleSHVertex(-biTangentWS);
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backBakeDiffuseLighting2 = SampleSHVertex(normalWS);
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}
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LightingData CreateSixWayLightingData(InputData inputData, half3 emission)
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{
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LightingData lightingData;
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lightingData.giColor = inputData.bakedGI;
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lightingData.emissionColor = emission;
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lightingData.vertexLightingColor = 0;
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lightingData.mainLightColor = 0;
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lightingData.additionalLightsColor = 0;
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return lightingData;
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}
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void GetSixWayEmission(inout BSDFData bsdfData,Texture2D rampMap,half4 emissionColor,bool isRampMap)
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{
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float input = pow(bsdfData.emissionInput,_SixWayInfo.y);
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half3 emission = emissionColor * emissionColor.a;
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if (isRampMap)
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{
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half4 rampSample = rampMap.Sample(sampler_linear_clamp,half2(input,0.5));
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emission = emission * rampSample * rampSample.a;
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}
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else
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{
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emission *= input;
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}
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bsdfData.emission = emission;
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}
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half3 LightingSixWay(Light light,InputData inputData, BSDFData bsdfData)
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{
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half3 cbsdf_R = EvaluateBSDF(light.direction,bsdfData).diffR;
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half3 radiance = light.color * light.distanceAttenuation * light.shadowAttenuation;
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return PI * cbsdf_R * radiance;
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}
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//光照流程--->原型为UniversalFragmentBlinnPhong
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half4 UniversalFragmentSixWay(InputData inputData,BSDFData bsdfData)
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{
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// #if defined(DEBUG_DISPLAY)
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// half4 debugColor;
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//
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// if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
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// {
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// return debugColor;
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// }
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// #endif
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#ifdef _LIGHT_LAYERS
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uint meshRenderingLayers = GetMeshRenderingLayer();
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#endif
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half4 shadowMask = CalculateShadowMask(inputData);
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// AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
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AmbientOcclusionFactor aoFactor;
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aoFactor.directAmbientOcclusion = 1;
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aoFactor.indirectAmbientOcclusion = 1;
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Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
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// MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
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// inputData.bakedGI *= surfaceData.albedo;
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// LightingData lightingData = CreateLightingData(inputData, surfaceData);
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LightingData lightingData = CreateSixWayLightingData(inputData,bsdfData.emission);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.mainLightColor += LightingSixWay(mainLight, inputData, bsdfData);
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}
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#if defined(_ADDITIONAL_LIGHTS)
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uint pixelLightCount = GetAdditionalLightsCount();
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.additionalLightsColor += LightingSixWay(light, inputData, bsdfData);
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}
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}
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#endif
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LIGHT_LOOP_BEGIN(pixelLightCount)
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.additionalLightsColor += LightingSixWay(light, inputData, bsdfData);
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}
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LIGHT_LOOP_END
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#endif
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#if defined(_ADDITIONAL_LIGHTS_VERTEX)
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lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
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#endif
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return CalculateFinalColor(lightingData, bsdfData.alpha);
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}
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half3 LightingHalfLambert(half3 lightColor, half3 lightDir, half3 normal)
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{
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half NdotL = saturate(dot(normal, lightDir));
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NdotL = NdotL*0.5 + 0.5;
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return lightColor * NdotL;
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}
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half3 CalculateHalfLambertBlinnPhong(Light light, InputData inputData, SurfaceData surfaceData)
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{
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half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
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half3 lightDiffuseColor = LightingHalfLambert(attenuatedLightColor, light.direction, inputData.normalWS);
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half3 lightSpecularColor = half3(0,0,0);
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#if defined(_SPECGLOSSMAP) || defined(_SPECULAR_COLOR)
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half smoothness = exp2(10 * surfaceData.smoothness + 1);
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lightSpecularColor += LightingSpecular(attenuatedLightColor, light.direction, inputData.normalWS, inputData.viewDirectionWS, half4(surfaceData.specular, 1), smoothness);
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#endif
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#if _ALPHAPREMULTIPLY_ON
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return lightDiffuseColor * surfaceData.albedo * surfaceData.alpha + lightSpecularColor;
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#else
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return lightDiffuseColor * surfaceData.albedo + lightSpecularColor;
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#endif
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}
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half4 UniversalFragmentHalfLambert(InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS)
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{
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SurfaceData surfaceData;
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surfaceData.albedo = diffuse;
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surfaceData.alpha = alpha;
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surfaceData.emission = emission;
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surfaceData.metallic = 0;
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surfaceData.occlusion = 1;
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surfaceData.smoothness = smoothness;
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surfaceData.specular = specularGloss.rgb;
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 1;
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surfaceData.normalTS = normalTS;
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// #if defined(DEBUG_DISPLAY)
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// half4 debugColor;
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//
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// if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
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// {
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// return debugColor;
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// }
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// #endif
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#ifdef _LIGHT_LAYERS
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uint meshRenderingLayers = GetMeshRenderingLayer();
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#endif
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half4 shadowMask = CalculateShadowMask(inputData);
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AmbientOcclusionFactor aoFactor = CreateAmbientOcclusionFactor(inputData, surfaceData);
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Light mainLight = GetMainLight(inputData, shadowMask, aoFactor);
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MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, aoFactor);
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inputData.bakedGI *= surfaceData.albedo;
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LightingData lightingData = CreateLightingData(inputData, surfaceData);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(mainLight.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.mainLightColor += CalculateHalfLambertBlinnPhong(mainLight, inputData, surfaceData);
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}
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#if defined(_ADDITIONAL_LIGHTS)
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uint pixelLightCount = GetAdditionalLightsCount();
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#if USE_FORWARD_PLUS
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for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
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{
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FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.additionalLightsColor += CalculateBlinnPhong(light, inputData, surfaceData);
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}
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}
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#endif
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LIGHT_LOOP_BEGIN(pixelLightCount)
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Light light = GetAdditionalLight(lightIndex, inputData, shadowMask, aoFactor);
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#ifdef _LIGHT_LAYERS
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if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
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#endif
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{
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lightingData.additionalLightsColor += CalculateHalfLambertBlinnPhong(light, inputData, surfaceData);
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}
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LIGHT_LOOP_END
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#endif
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#if defined(_ADDITIONAL_LIGHTS_VERTEX)
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lightingData.vertexLightingColor += inputData.vertexLighting * surfaceData.albedo;
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#endif
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return CalculateFinalColor(lightingData, surfaceData.alpha);
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}
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#endif
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