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CustomLighting.hlsl 7.6KB

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  1. #ifndef CUSTOM_LIGHTING
  2. #define CUSTOM_LIGHTING
  3. void MainLight_float(float3 worldPos, out float3 direction, out float3 color, out float shadowAtten)
  4. {
  5. #ifdef SHADERGRAPH_PREVIEW
  6. direction = normalize(float3(-0.5,0.5,-0.5));
  7. color = float3(1,1,1);
  8. shadowAtten = 1;
  9. #else
  10. float4 shadowCoord = TransformWorldToShadowCoord(worldPos);
  11. Light mainLight = GetMainLight(shadowCoord);
  12. direction = mainLight.direction;
  13. color = mainLight.color;
  14. shadowAtten = mainLight.shadowAttenuation;
  15. #endif
  16. }
  17. void MainLight_half(half3 worldPos, out half3 direction, out half3 color, out half shadowAtten)
  18. {
  19. #ifdef SHADERGRAPH_PREVIEW
  20. direction = normalize(half3(-0.5,0.5,0.5));
  21. color = half3(1,1,1);
  22. shadowAtten = 1;
  23. #else
  24. half4 shadowCoord = TransformWorldToShadowCoord(worldPos);
  25. Light mainLight = GetMainLight(shadowCoord);
  26. direction = mainLight.direction;
  27. color = mainLight.color;
  28. shadowAtten = mainLight.shadowAttenuation;
  29. #endif
  30. }
  31. #ifndef SHADERGRAPH_PREVIEW
  32. // This function gets additional light data and calculates realtime shadows
  33. Light GetAdditionalLightCustom(int pixelLightIndex, float3 worldPosition) {
  34. // Convert the pixel light index to the light data index
  35. #if USE_FORWARD_PLUS
  36. int lightIndex = pixelLightIndex;
  37. #else
  38. int lightIndex = GetPerObjectLightIndex(pixelLightIndex);
  39. #endif
  40. // Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value
  41. Light light = GetAdditionalPerObjectLight(lightIndex, worldPosition);
  42. // Manually set the shadow attenuation by calculating realtime shadows
  43. light.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, worldPosition, light.direction);
  44. return light;
  45. }
  46. #endif
  47. void AddAdditionalLights_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
  48. float MainDiffuse, float3 MainSpecular, float3 MainColor,
  49. out float Diffuse, out float3 Specular, out float3 Color) {
  50. Diffuse = MainDiffuse;
  51. Specular = MainSpecular;
  52. Color = MainColor * (MainDiffuse + MainSpecular);
  53. #ifndef SHADERGRAPH_PREVIEW
  54. uint pixelLightCount = GetAdditionalLightsCount();
  55. #if USE_FORWARD_PLUS
  56. // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
  57. InputData inputData = (InputData)0;
  58. float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
  59. inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
  60. inputData.positionWS = WorldPosition;
  61. #endif
  62. LIGHT_LOOP_BEGIN(pixelLightCount)
  63. Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
  64. float NdotL = saturate(dot(WorldNormal, light.direction));
  65. float atten = light.distanceAttenuation * light.shadowAttenuation;
  66. float thisDiffuse = atten * NdotL;
  67. float3 thisSpecular = LightingSpecular(thisDiffuse, light.direction, WorldNormal, WorldView, 1, Smoothness);
  68. Diffuse += thisDiffuse;
  69. Specular += thisSpecular;
  70. #if defined(_LIGHT_COOKIES)
  71. float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);
  72. light.color *= cookieColor
  73. #endif
  74. Color += light.color * (thisDiffuse + thisSpecular);
  75. LIGHT_LOOP_END
  76. float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));
  77. Color = total <= 0 ? MainColor : Color / total;
  78. #endif
  79. }
  80. void AddAdditionalLights_half(half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView,
  81. half MainDiffuse, half3 MainSpecular, half3 MainColor,
  82. out half Diffuse, out half3 Specular, out half3 Color) {
  83. Diffuse = MainDiffuse;
  84. Specular = MainSpecular;
  85. Color = MainColor * (MainDiffuse + MainSpecular);
  86. #ifndef SHADERGRAPH_PREVIEW
  87. uint pixelLightCount = GetAdditionalLightsCount();
  88. #if USE_FORWARD_PLUS
  89. // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
  90. InputData inputData = (InputData)0;
  91. float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
  92. inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
  93. inputData.positionWS = WorldPosition;
  94. #endif
  95. LIGHT_LOOP_BEGIN(pixelLightCount)
  96. Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
  97. half NdotL = saturate(dot(WorldNormal, light.direction));
  98. half atten = light.distanceAttenuation * light.shadowAttenuation;
  99. half thisDiffuse = atten * NdotL;
  100. half3 thisSpecular = LightingSpecular(thisDiffuse * light.color, light.direction, WorldNormal, WorldView, 1, Smoothness);
  101. Diffuse += thisDiffuse;
  102. Specular += thisSpecular;
  103. #if defined(_LIGHT_COOKIES)
  104. half3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);
  105. light.color *= cookieColor
  106. #endif
  107. Color += light.color * (thisDiffuse + thisSpecular);
  108. LIGHT_LOOP_END
  109. //needs to be float to avoid precision issues
  110. float total = Diffuse + dot(Specular, half3(0.333, 0.333, 0.333));
  111. Color = total <= 0 ? MainColor : Color / total;
  112. #endif
  113. }
  114. void AddAdditionalLightsSimple_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
  115. float MainDiffuse, float3 MainSpecular, float3 MainColor,
  116. out float Diffuse, out float3 Specular, out float3 Color) {
  117. Diffuse = MainDiffuse;
  118. Specular = MainSpecular;
  119. Color = MainColor * (MainDiffuse + MainSpecular);
  120. #ifndef SHADERGRAPH_PREVIEW
  121. uint pixelLightCount = GetAdditionalLightsCount();
  122. #if USE_FORWARD_PLUS
  123. // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
  124. InputData inputData = (InputData)0;
  125. float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
  126. inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
  127. inputData.positionWS = WorldPosition;
  128. #endif
  129. LIGHT_LOOP_BEGIN(pixelLightCount)
  130. Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
  131. float NdotL = saturate(dot(WorldNormal, light.direction));
  132. float atten = light.distanceAttenuation * light.shadowAttenuation;
  133. float thisDiffuse = atten * NdotL;
  134. Diffuse += thisDiffuse;
  135. Color += light.color * thisDiffuse;
  136. LIGHT_LOOP_END
  137. float total = Diffuse;
  138. Color = total <= 0 ? MainColor : Color / total;
  139. #endif
  140. }
  141. void AddAdditionalLightsSimple_half(half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView,
  142. half MainDiffuse, half3 MainSpecular, half3 MainColor,
  143. out half Diffuse, out half3 Specular, out half3 Color) {
  144. Diffuse = MainDiffuse;
  145. Specular = MainSpecular;
  146. Color = MainColor * (MainDiffuse + MainSpecular);
  147. #ifndef SHADERGRAPH_PREVIEW
  148. uint pixelLightCount = GetAdditionalLightsCount();
  149. #if USE_FORWARD_PLUS
  150. // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
  151. InputData inputData = (InputData)0;
  152. float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
  153. inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
  154. inputData.positionWS = WorldPosition;
  155. #endif
  156. LIGHT_LOOP_BEGIN(pixelLightCount)
  157. Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
  158. half NdotL = saturate(dot(WorldNormal, light.direction));
  159. half atten = light.distanceAttenuation * light.shadowAttenuation;
  160. half thisDiffuse = atten * NdotL;
  161. Diffuse += thisDiffuse;
  162. Color += light.color * thisDiffuse;
  163. LIGHT_LOOP_END
  164. //needs to be float to avoid precision issues
  165. float total = Diffuse;
  166. Color = total <= 0 ? MainColor : Color / total;
  167. #endif
  168. }
  169. #endif