123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378 |
- #ifndef UNITY_ENTITY_LIGHTING_INCLUDED
- #define UNITY_ENTITY_LIGHTING_INCLUDED
- #if SHADER_API_MOBILE || SHADER_API_GLES || SHADER_API_GLES3
- #pragma warning (disable : 3205) // conversion of larger type to smaller
- #endif
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
- #define LIGHTMAP_RGBM_MAX_GAMMA real(5.0) // NB: Must match value in RGBMRanges.h
- #define LIGHTMAP_RGBM_MAX_LINEAR real(34.493242) // 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 real(1.0) // Not used in gamma color space
- #else
- #define LIGHTMAP_HDR_MULTIPLIER LIGHTMAP_RGBM_MAX_LINEAR
- #define LIGHTMAP_HDR_EXPONENT real(2.2)
- #endif
- #elif defined(UNITY_LIGHTMAP_DLDR_ENCODING)
- #ifdef UNITY_COLORSPACE_GAMMA
- #define LIGHTMAP_HDR_MULTIPLIER real(2.0)
- #else
- #define LIGHTMAP_HDR_MULTIPLIER real(4.59) // 2.0 ^ 2.2
- #endif
- #define LIGHTMAP_HDR_EXPONENT real(0.0)
- #else // (UNITY_LIGHTMAP_FULL_HDR)
- #define LIGHTMAP_HDR_MULTIPLIER real(1.0)
- #define LIGHTMAP_HDR_EXPONENT real(1.0)
- #endif
- // TODO: Check if PI is correctly handled!
- // Ref: "Efficient Evaluation of Irradiance Environment Maps" from ShaderX 2
- real3 SHEvalLinearL0L1(real3 N, real4 shAr, real4 shAg, real4 shAb)
- {
- real4 vA = real4(N, 1.0);
- real3 x1;
- // Linear (L1) + constant (L0) polynomial terms
- x1.r = dot(shAr, vA);
- x1.g = dot(shAg, vA);
- x1.b = dot(shAb, vA);
- return x1;
- }
- real3 SHEvalLinearL1(real3 N, real3 shAr, real3 shAg, real3 shAb)
- {
- real3 x1;
- x1.r = dot(shAr, N);
- x1.g = dot(shAg, N);
- x1.b = dot(shAb, N);
- return x1;
- }
- real3 SHEvalLinearL2(real3 N, real4 shBr, real4 shBg, real4 shBb, real4 shC)
- {
- real3 x2;
- // 4 of the quadratic (L2) polynomials
- real4 vB = N.xyzz * N.yzzx;
- x2.r = dot(shBr, vB);
- x2.g = dot(shBg, vB);
- x2.b = dot(shBb, vB);
- // Final (5th) quadratic (L2) polynomial
- real vC = N.x * N.x - N.y * N.y;
- real3 x3 = shC.rgb * vC;
- return x2 + x3;
- }
- #if HAS_HALF
- half3 SampleSH9(half4 SHCoefficients[7], half3 N)
- {
- half4 shAr = SHCoefficients[0];
- half4 shAg = SHCoefficients[1];
- half4 shAb = SHCoefficients[2];
- half4 shBr = SHCoefficients[3];
- half4 shBg = SHCoefficients[4];
- half4 shBb = SHCoefficients[5];
- half4 shCr = SHCoefficients[6];
- // Linear + constant polynomial terms
- half3 res = SHEvalLinearL0L1(N, shAr, shAg, shAb);
- // Quadratic polynomials
- res += SHEvalLinearL2(N, shBr, shBg, shBb, shCr);
- #ifdef UNITY_COLORSPACE_GAMMA
- res = LinearToSRGB(res);
- #endif
- return res;
- }
- #endif
- float3 SampleSH9(float4 SHCoefficients[7], float3 N)
- {
- float4 shAr = SHCoefficients[0];
- float4 shAg = SHCoefficients[1];
- float4 shAb = SHCoefficients[2];
- float4 shBr = SHCoefficients[3];
- float4 shBg = SHCoefficients[4];
- float4 shBb = SHCoefficients[5];
- float4 shCr = SHCoefficients[6];
- // Linear + constant polynomial terms
- float3 res = SHEvalLinearL0L1(N, shAr, shAg, shAb);
- // Quadratic polynomials
- res += SHEvalLinearL2(N, shBr, shBg, shBb, shCr);
- #ifdef UNITY_COLORSPACE_GAMMA
- res = LinearToSRGB(res);
- #endif
- return res;
- }
- // texture3dLod is not supported on gles2.
- #if !defined(SHADER_API_GLES)
- // This sample a 3D volume storing SH
- // Volume is store as 3D texture with 4 R, G, B, Occ set of 4 coefficient store atlas in same 3D texture. Occ is use for occlusion.
- // TODO: the packing here is inefficient as we will fetch values far away from each other and they may not fit into the cache - Suggest we pack RGB continuously
- // TODO: The calcul of texcoord could be perform with a single matrix multicplication calcualted on C++ side that will fold probeVolumeMin and probeVolumeSizeInv into it and handle the identity case, no reasons to do it in C++ (ask Ionut about it)
- // It should also handle the camera relative path (if the render pipeline use it)
- // bakeDiffuseLighting and backBakeDiffuseLighting must be initialize outside the function
- void SampleProbeVolumeSH4(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float3 backNormalWS, float4x4 WorldToTexture,
- float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv,
- inout float3 bakeDiffuseLighting, inout float3 backBakeDiffuseLighting)
- {
- float3 position = (transformToLocal == 1.0) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
- float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv.xyz;
- // Each component is store in the same texture 3D. Each use one quater on the x axis
- // Here we get R component then increase by step size (0.25) to get other component. This assume 4 component
- // but last one is not used.
- // Clamp to edge of the "internal" texture, as R is from half texel to size of R texture minus half texel.
- // This avoid leaking
- texCoord.x = clamp(texCoord.x * 0.25, 0.5 * texelSizeX, 0.25 - 0.5 * texelSizeX);
- float4 shAr = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
- texCoord.x += 0.25;
- float4 shAg = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
- texCoord.x += 0.25;
- float4 shAb = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
- bakeDiffuseLighting += SHEvalLinearL0L1(normalWS, shAr, shAg, shAb);
- backBakeDiffuseLighting += SHEvalLinearL0L1(backNormalWS, shAr, shAg, shAb);
- }
- // Just a shortcut that call function above
- float3 SampleProbeVolumeSH4(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture,
- float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
- {
- float3 backNormalWSUnused = 0.0;
- float3 bakeDiffuseLighting = 0.0;
- float3 backBakeDiffuseLightingUnused = 0.0;
- SampleProbeVolumeSH4(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), positionWS, normalWS, backNormalWSUnused, WorldToTexture,
- transformToLocal, texelSizeX, probeVolumeMin, probeVolumeSizeInv,
- bakeDiffuseLighting, backBakeDiffuseLightingUnused);
- return bakeDiffuseLighting;
- }
- // The SphericalHarmonicsL2 coefficients are packed into 7 coefficients per color channel instead of 9.
- // The packing from 9 to 7 is done from engine code and will use the alpha component of the pixel to store an additional SH coefficient.
- // The 3D atlas texture will contain 7 SH coefficient parts.
- // bakeDiffuseLighting and backBakeDiffuseLighting must be initialize outside the function
- void SampleProbeVolumeSH9(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float3 backNormalWS, float4x4 WorldToTexture,
- float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv,
- inout float3 bakeDiffuseLighting, inout float3 backBakeDiffuseLighting)
- {
- float3 position = (transformToLocal == 1.0f) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
- float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv;
- const uint shCoeffCount = 7;
- const float invShCoeffCount = 1.0f / float(shCoeffCount);
- // We need to compute proper X coordinate to sample into the atlas.
- texCoord.x = texCoord.x / shCoeffCount;
- // Clamp the x coordinate otherwise we'll have leaking between RGB coefficients.
- float texCoordX = clamp(texCoord.x, 0.5f * texelSizeX, invShCoeffCount - 0.5f * texelSizeX);
- float4 SHCoefficients[7];
- for (uint i = 0; i < shCoeffCount; i++)
- {
- texCoord.x = texCoordX + i * invShCoeffCount;
- SHCoefficients[i] = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
- }
- bakeDiffuseLighting += SampleSH9(SHCoefficients, normalize(normalWS));
- backBakeDiffuseLighting += SampleSH9(SHCoefficients, normalize(backNormalWS));
- }
- // Just a shortcut that call function above
- float3 SampleProbeVolumeSH9(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture,
- float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
- {
- float3 backNormalWSUnused = 0.0;
- float3 bakeDiffuseLighting = 0.0;
- float3 backBakeDiffuseLightingUnused = 0.0;
- SampleProbeVolumeSH9(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), positionWS, normalWS, backNormalWSUnused, WorldToTexture,
- transformToLocal, texelSizeX, probeVolumeMin, probeVolumeSizeInv,
- bakeDiffuseLighting, backBakeDiffuseLightingUnused);
- return bakeDiffuseLighting;
- }
- #endif
- float4 SampleProbeOcclusion(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float4x4 WorldToTexture,
- float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
- {
- float3 position = (transformToLocal == 1.0) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
- float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv.xyz;
- // Sample fourth texture in the atlas
- // We need to compute proper U coordinate to sample.
- // Clamp the coordinate otherwize we'll have leaking between ShB coefficients and Probe Occlusion(Occ) info
- texCoord.x = max(texCoord.x * 0.25 + 0.75, 0.75 + 0.5 * texelSizeX);
- return SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
- }
- // Following functions are to sample enlighten lightmaps (or lightmaps encoded the same way as our
- // enlighten implementation). They assume use of RGB9E5 for dynamic illuminance map and RGBM for baked ones.
- // It is required for other platform that aren't supporting this format to implement variant of these functions
- // (But these kind of platform should use regular render loop and not news shaders).
- // TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
- // Ask Jesper if this can be change for HDRenderPipeline
- #define EMISSIVE_RGBM_SCALE 97.0
- // RGBM stuff is temporary. For now baked lightmap are in RGBM and the RGBM range for lightmaps is specific so we can't use the generic method.
- // In the end baked lightmaps are going to be BC6H so the code will be the same as dynamic lightmaps.
- // Same goes for emissive packed as an input for Enlighten with another hard coded multiplier.
- // TODO: This function is used with the LightTransport pass to encode lightmap or emissive
- real4 PackEmissiveRGBM(real3 rgb)
- {
- real kOneOverRGBMMaxRange = 1.0 / EMISSIVE_RGBM_SCALE;
- const real kMinMultiplier = 2.0 * 1e-2;
- real4 rgbm = real4(rgb * kOneOverRGBMMaxRange, 1.0);
- rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier));
- rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
- // Division-by-zero warning from d3d9, so make compiler happy.
- rgbm.a = max(rgbm.a, kMinMultiplier);
- rgbm.rgb /= rgbm.a;
- return rgbm;
- }
- real3 UnpackLightmapRGBM(real4 rgbmInput, real4 decodeInstructions)
- {
- #ifdef UNITY_COLORSPACE_GAMMA
- return rgbmInput.rgb * (rgbmInput.a * decodeInstructions.x);
- #else
- return rgbmInput.rgb * (PositivePow(rgbmInput.a, decodeInstructions.y) * decodeInstructions.x);
- #endif
- }
- real3 UnpackLightmapDoubleLDR(real4 encodedColor, real4 decodeInstructions)
- {
- return encodedColor.rgb * decodeInstructions.x;
- }
- #ifndef BUILTIN_TARGET_API
- real3 DecodeLightmap(real4 encodedIlluminance, real4 decodeInstructions)
- {
- #if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
- return UnpackLightmapRGBM(encodedIlluminance, decodeInstructions);
- #elif defined(UNITY_LIGHTMAP_DLDR_ENCODING)
- return UnpackLightmapDoubleLDR(encodedIlluminance, decodeInstructions);
- #else // (UNITY_LIGHTMAP_FULL_HDR)
- return encodedIlluminance.rgb;
- #endif
- }
- #endif
- real3 DecodeHDREnvironment(real4 encodedIrradiance, real4 decodeInstructions)
- {
- // Take into account texture alpha if decodeInstructions.w is true(the alpha value affects the RGB channels)
- real 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 * PositivePow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
- }
- #if defined(UNITY_DOTS_INSTANCING_ENABLED)
- #define TEXTURE2D_LIGHTMAP_PARAM TEXTURE2D_ARRAY_PARAM
- #define TEXTURE2D_LIGHTMAP_ARGS TEXTURE2D_ARRAY_ARGS
- #define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D_ARRAY
- #define LIGHTMAP_EXTRA_ARGS float2 uv, float slice
- #define LIGHTMAP_EXTRA_ARGS_USE uv, slice
- #else
- #define TEXTURE2D_LIGHTMAP_PARAM TEXTURE2D_PARAM
- #define TEXTURE2D_LIGHTMAP_ARGS TEXTURE2D_ARGS
- #define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D
- #define LIGHTMAP_EXTRA_ARGS float2 uv
- #define LIGHTMAP_EXTRA_ARGS_USE uv
- #endif
- real3 SampleSingleLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, bool encodedLightmap, real4 decodeInstructions)
- {
- // transform is scale and bias
- uv = uv * transform.xy + transform.zw;
- real3 illuminance = real3(0.0, 0.0, 0.0);
- // Remark: baked lightmap is RGBM for now, dynamic lightmap is RGB9E5
- if (encodedLightmap)
- {
- real4 encodedIlluminance = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapTex, lightmapSampler, LIGHTMAP_EXTRA_ARGS_USE).rgba;
- illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
- }
- else
- {
- illuminance = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapTex, lightmapSampler, LIGHTMAP_EXTRA_ARGS_USE).rgb;
- }
- return illuminance;
- }
- void SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform,
- float3 normalWS, float3 backNormalWS, bool encodedLightmap, real4 decodeInstructions, inout real3 bakeDiffuseLighting, inout real3 backBakeDiffuseLighting)
- {
- // In directional 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.
- // transform is scale and bias
- uv = uv * transform.xy + transform.zw;
- real4 direction = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapDirTex, lightmapDirSampler, LIGHTMAP_EXTRA_ARGS_USE);
- // Remark: baked lightmap is RGBM for now, dynamic lightmap is RGB9E5
- real3 illuminance = real3(0.0, 0.0, 0.0);
- if (encodedLightmap)
- {
- real4 encodedIlluminance = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapTex, lightmapSampler, LIGHTMAP_EXTRA_ARGS_USE).rgba;
- illuminance = DecodeLightmap(encodedIlluminance, decodeInstructions);
- }
- else
- {
- illuminance = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapTex, lightmapSampler, LIGHTMAP_EXTRA_ARGS_USE).rgb;
- }
- real halfLambert = dot(normalWS, direction.xyz - 0.5) + 0.5;
- bakeDiffuseLighting += illuminance * halfLambert / max(1e-4, direction.w);
- real backHalfLambert = dot(backNormalWS, direction.xyz - 0.5) + 0.5;
- backBakeDiffuseLighting += illuminance * backHalfLambert / max(1e-4, direction.w);
- }
- // Just a shortcut that call function above
- real3 SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform,
- float3 normalWS, bool encodedLightmap, real4 decodeInstructions)
- {
- float3 backNormalWSUnused = 0.0;
- real3 bakeDiffuseLighting = 0.0;
- real3 backBakeDiffuseLightingUnused = 0.0;
- SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_ARGS(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS_USE, transform,
- normalWS, backNormalWSUnused, encodedLightmap, decodeInstructions, bakeDiffuseLighting, backBakeDiffuseLightingUnused);
- return bakeDiffuseLighting;
- }
- #if SHADER_API_MOBILE || SHADER_API_GLES || SHADER_API_GLES3
- #pragma warning (enable : 3205) // conversion of larger type to smaller
- #endif
- #endif // UNITY_ENTITY_LIGHTING_INCLUDED
|