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- #ifndef UNIVERSAL_REALTIME_LIGHTS_INCLUDED
- #define UNIVERSAL_REALTIME_LIGHTS_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LightCookie/LightCookie.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Clustering.hlsl"
- ///////////////////////////////////////////////////////////////////////////////
- // Light Layers /
- ///////////////////////////////////////////////////////////////////////////////
- // Note: we need to mask out only 8bits of the layer mask before encoding it as otherwise any value > 255 will map to all layers active if save in a buffer
- uint GetMeshRenderingLightLayer()
- {
- #ifdef _LIGHT_LAYERS
- return (asuint(unity_RenderingLayer.x) & RENDERING_LIGHT_LAYERS_MASK) >> RENDERING_LIGHT_LAYERS_MASK_SHIFT;
- #else
- return DEFAULT_LIGHT_LAYERS;
- #endif
- }
- // Abstraction over Light shading data.
- struct Light
- {
- half3 direction;
- half3 color;
- half distanceAttenuation;
- half shadowAttenuation;
- uint layerMask;
- };
- // WebGL1 does not support the variable conditioned for loops used for additional lights
- #if !defined(_USE_WEBGL1_LIGHTS) && defined(UNITY_PLATFORM_WEBGL) && !defined(SHADER_API_GLES3)
- #define _USE_WEBGL1_LIGHTS 1
- #define _WEBGL1_MAX_LIGHTS 8
- #else
- #define _USE_WEBGL1_LIGHTS 0
- #endif
- #if USE_CLUSTERED_LIGHTING
- #define LIGHT_LOOP_BEGIN(lightCount) \
- ClusteredLightLoop cll = ClusteredLightLoopInit(inputData.normalizedScreenSpaceUV, inputData.positionWS); \
- while (ClusteredLightLoopNextWord(cll)) { while (ClusteredLightLoopNextLight(cll)) { \
- uint lightIndex = ClusteredLightLoopGetLightIndex(cll);
- #define LIGHT_LOOP_END } }
- #elif !_USE_WEBGL1_LIGHTS
- #define LIGHT_LOOP_BEGIN(lightCount) \
- for (uint lightIndex = 0u; lightIndex < lightCount; ++lightIndex) {
- #define LIGHT_LOOP_END }
- #else
- // WebGL 1 doesn't support variable for loop conditions
- #define LIGHT_LOOP_BEGIN(lightCount) \
- for (int lightIndex = 0; lightIndex < _WEBGL1_MAX_LIGHTS; ++lightIndex) { \
- if (lightIndex >= (int)lightCount) break;
- #define LIGHT_LOOP_END }
- #endif
- ///////////////////////////////////////////////////////////////////////////////
- // Attenuation Functions /
- ///////////////////////////////////////////////////////////////////////////////
- // Matches Unity Vanila attenuation
- // Attenuation smoothly decreases to light range.
- float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
- {
- // We use a shared distance attenuation for additional directional and puctual lights
- // for directional lights attenuation will be 1
- float lightAtten = rcp(distanceSqr);
- float2 distanceAttenuationFloat = float2(distanceAttenuation);
- #if SHADER_HINT_NICE_QUALITY
- // Use the smoothing factor also used in the Unity lightmapper.
- half factor = half(distanceSqr * distanceAttenuationFloat.x);
- half smoothFactor = saturate(half(1.0) - factor * factor);
- smoothFactor = smoothFactor * smoothFactor;
- #else
- // We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
- // Therefore:
- // fadeDistance = (0.8 * 0.8 * lightRangeSq)
- // smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
- // We can rewrite that to fit a MAD by doing
- // distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
- // distanceSqr * distanceAttenuation.y + distanceAttenuation.z
- half smoothFactor = half(saturate(distanceSqr * distanceAttenuationFloat.x + distanceAttenuationFloat.y));
- #endif
- return lightAtten * smoothFactor;
- }
- half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation)
- {
- // Spot Attenuation with a linear falloff can be defined as
- // (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
- // This can be rewritten as
- // invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
- // SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
- // SdotL * spotAttenuation.x + spotAttenuation.y
- // If we precompute the terms in a MAD instruction
- half SdotL = dot(spotDirection, lightDirection);
- half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
- return atten * atten;
- }
- ///////////////////////////////////////////////////////////////////////////////
- // Light Abstraction //
- ///////////////////////////////////////////////////////////////////////////////
- Light GetMainLight()
- {
- Light light;
- light.direction = half3(_MainLightPosition.xyz);
- #if USE_CLUSTERED_LIGHTING
- light.distanceAttenuation = 1.0;
- #else
- light.distanceAttenuation = unity_LightData.z; // unity_LightData.z is 1 when not culled by the culling mask, otherwise 0.
- #endif
- light.shadowAttenuation = 1.0;
- light.color = _MainLightColor.rgb;
- #ifdef _LIGHT_LAYERS
- light.layerMask = _MainLightLayerMask;
- #else
- light.layerMask = DEFAULT_LIGHT_LAYERS;
- #endif
- return light;
- }
- Light GetMainLight(float4 shadowCoord)
- {
- Light light = GetMainLight();
- light.shadowAttenuation = MainLightRealtimeShadow(shadowCoord);
- return light;
- }
- Light GetMainLight(float4 shadowCoord, float3 positionWS, half4 shadowMask)
- {
- Light light = GetMainLight();
- light.shadowAttenuation = MainLightShadow(shadowCoord, positionWS, shadowMask, _MainLightOcclusionProbes);
- #if defined(_LIGHT_COOKIES)
- real3 cookieColor = SampleMainLightCookie(positionWS);
- light.color *= cookieColor;
- #endif
- return light;
- }
- Light GetMainLight(InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)
- {
- Light light = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask);
- #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
- if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION))
- {
- light.color *= aoFactor.directAmbientOcclusion;
- }
- #endif
- return light;
- }
- // Fills a light struct given a perObjectLightIndex
- Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS)
- {
- // Abstraction over Light input constants
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
- half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
- half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
- half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
- #ifdef _LIGHT_LAYERS
- uint lightLayerMask = _AdditionalLightsBuffer[perObjectLightIndex].layerMask;
- #else
- uint lightLayerMask = DEFAULT_LIGHT_LAYERS;
- #endif
- #else
- float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
- half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
- half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
- half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
- #ifdef _LIGHT_LAYERS
- uint lightLayerMask = asuint(_AdditionalLightsLayerMasks[perObjectLightIndex]);
- #else
- uint lightLayerMask = DEFAULT_LIGHT_LAYERS;
- #endif
- #endif
- // Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
- // This way the following code will work for both directional and punctual lights.
- float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
- float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
- half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
- half attenuation = half(DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw));
- Light light;
- light.direction = lightDirection;
- light.distanceAttenuation = attenuation;
- light.shadowAttenuation = 1.0; // This value can later be overridden in GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)
- light.color = color;
- light.layerMask = lightLayerMask;
- return light;
- }
- uint GetPerObjectLightIndexOffset()
- {
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- return uint(unity_LightData.x);
- #else
- return 0;
- #endif
- }
- // Returns a per-object index given a loop index.
- // This abstract the underlying data implementation for storing lights/light indices
- int GetPerObjectLightIndex(uint index)
- {
- /////////////////////////////////////////////////////////////////////////////////////////////
- // Structured Buffer Path /
- // /
- // Lights and light indices are stored in StructuredBuffer. We can just index them. /
- // Currently all non-mobile platforms take this path :( /
- // There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) /
- /////////////////////////////////////////////////////////////////////////////////////////////
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- uint offset = uint(unity_LightData.x);
- return _AdditionalLightsIndices[offset + index];
- /////////////////////////////////////////////////////////////////////////////////////////////
- // UBO path /
- // /
- // We store 8 light indices in half4 unity_LightIndices[2]; /
- // Due to memory alignment unity doesn't support int[] or float[] /
- // Even trying to reinterpret cast the unity_LightIndices to float[] won't work /
- // it will cast to float4[] and create extra register pressure. :( /
- /////////////////////////////////////////////////////////////////////////////////////////////
- #elif !defined(SHADER_API_GLES)
- // since index is uint shader compiler will implement
- // div & mod as bitfield ops (shift and mask).
- // TODO: Can we index a float4? Currently compiler is
- // replacing unity_LightIndicesX[i] with a dp4 with identity matrix.
- // u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]);
- // This increases both arithmetic and register pressure.
- //
- // NOTE: min16float4 bug workaround.
- // Take the "vec4" part into float4 tmp variable in order to force float4 math.
- // It appears indexing half4 as min16float4 on DX11 can fail. (dp4 {min16f})
- float4 tmp = unity_LightIndices[index / 4];
- return int(tmp[index % 4]);
- #else
- // Fallback to GLES2. No bitfield magic here :(.
- // We limit to 4 indices per object and only sample unity_4LightIndices0.
- // Conditional moves are branch free even on mali-400
- // small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix.
- half indexHalf = half(index);
- half2 lightIndex2 = (indexHalf < half(2.0)) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw;
- half i_rem = (indexHalf < half(2.0)) ? indexHalf : indexHalf - half(2.0);
- return int((i_rem < half(1.0)) ? lightIndex2.x : lightIndex2.y);
- #endif
- }
- // Fills a light struct given a loop i index. This will convert the i
- // index to a perObjectLightIndex
- Light GetAdditionalLight(uint i, float3 positionWS)
- {
- #if USE_CLUSTERED_LIGHTING
- int lightIndex = i;
- #else
- int lightIndex = GetPerObjectLightIndex(i);
- #endif
- return GetAdditionalPerObjectLight(lightIndex, positionWS);
- }
- Light GetAdditionalLight(uint i, float3 positionWS, half4 shadowMask)
- {
- #if USE_CLUSTERED_LIGHTING
- int lightIndex = i;
- #else
- int lightIndex = GetPerObjectLightIndex(i);
- #endif
- Light light = GetAdditionalPerObjectLight(lightIndex, positionWS);
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
- half4 occlusionProbeChannels = _AdditionalLightsBuffer[lightIndex].occlusionProbeChannels;
- #else
- half4 occlusionProbeChannels = _AdditionalLightsOcclusionProbes[lightIndex];
- #endif
- light.shadowAttenuation = AdditionalLightShadow(lightIndex, positionWS, light.direction, shadowMask, occlusionProbeChannels);
- #if defined(_LIGHT_COOKIES)
- real3 cookieColor = SampleAdditionalLightCookie(lightIndex, positionWS);
- light.color *= cookieColor;
- #endif
- return light;
- }
- Light GetAdditionalLight(uint i, InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor)
- {
- Light light = GetAdditionalLight(i, inputData.positionWS, shadowMask);
- #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
- if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_AMBIENT_OCCLUSION))
- {
- light.color *= aoFactor.directAmbientOcclusion;
- }
- #endif
- return light;
- }
- int GetAdditionalLightsCount()
- {
- #if USE_CLUSTERED_LIGHTING
- // Counting the number of lights in clustered requires traversing the bit list, and is not needed up front.
- return 0;
- #else
- // TODO: we need to expose in SRP api an ability for the pipeline cap the amount of lights
- // in the culling. This way we could do the loop branch with an uniform
- // This would be helpful to support baking exceeding lights in SH as well
- return int(min(_AdditionalLightsCount.x, unity_LightData.y));
- #endif
- }
- half4 CalculateShadowMask(InputData inputData)
- {
- // To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders
- #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
- half4 shadowMask = inputData.shadowMask;
- #elif !defined (LIGHTMAP_ON)
- half4 shadowMask = unity_ProbesOcclusion;
- #else
- half4 shadowMask = half4(1, 1, 1, 1);
- #endif
- return shadowMask;
- }
- #endif
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