Files
ichni_Official/Packages/NBShaders/Shader/HLSL/SixWaySmokeLit.hlsl
SoulliesOfficial 4031b29245 111
2025-08-27 21:45:18 -04:00

358 lines
13 KiB
HLSL

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