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- #ifndef AMBIENT_OCCLUSION_INCLUDED
- #define AMBIENT_OCCLUSION_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
- // Ambient occlusion
- TEXTURE2D_X(_ScreenSpaceOcclusionTexture);
- SAMPLER(sampler_ScreenSpaceOcclusionTexture);
- struct AmbientOcclusionFactor
- {
- half indirectAmbientOcclusion;
- half directAmbientOcclusion;
- };
- half SampleAmbientOcclusion(float2 normalizedScreenSpaceUV)
- {
- float2 uv = UnityStereoTransformScreenSpaceTex(normalizedScreenSpaceUV);
- return half(SAMPLE_TEXTURE2D_X(_ScreenSpaceOcclusionTexture, sampler_ScreenSpaceOcclusionTexture, uv).x);
- }
- AmbientOcclusionFactor GetScreenSpaceAmbientOcclusion(float2 normalizedScreenSpaceUV)
- {
- AmbientOcclusionFactor aoFactor;
- #if defined(_SCREEN_SPACE_OCCLUSION) && !defined(_SURFACE_TYPE_TRANSPARENT)
- float ssao = SampleAmbientOcclusion(normalizedScreenSpaceUV);
- aoFactor.indirectAmbientOcclusion = ssao;
- aoFactor.directAmbientOcclusion = lerp(half(1.0), ssao, _AmbientOcclusionParam.w);
- #else
- aoFactor.directAmbientOcclusion = 1;
- aoFactor.indirectAmbientOcclusion = 1;
- #endif
- #if defined(DEBUG_DISPLAY)
- switch(_DebugLightingMode)
- {
- case DEBUGLIGHTINGMODE_LIGHTING_WITHOUT_NORMAL_MAPS:
- aoFactor.directAmbientOcclusion = 0.5;
- aoFactor.indirectAmbientOcclusion = 0.5;
- break;
- case DEBUGLIGHTINGMODE_LIGHTING_WITH_NORMAL_MAPS:
- aoFactor.directAmbientOcclusion *= 0.5;
- aoFactor.indirectAmbientOcclusion *= 0.5;
- break;
- }
- #endif
- return aoFactor;
- }
- AmbientOcclusionFactor CreateAmbientOcclusionFactor(float2 normalizedScreenSpaceUV, half occlusion)
- {
- AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(normalizedScreenSpaceUV);
- aoFactor.indirectAmbientOcclusion = min(aoFactor.indirectAmbientOcclusion, occlusion);
- return aoFactor;
- }
- AmbientOcclusionFactor CreateAmbientOcclusionFactor(InputData inputData, SurfaceData surfaceData)
- {
- return CreateAmbientOcclusionFactor(inputData.normalizedScreenSpaceUV, surfaceData.occlusion);
- }
- #endif
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