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#ifndef CUSTOM_LIGHTING
#define CUSTOM_LIGHTING
void MainLight_float(float3 worldPos, out float3 direction, out float3 color, out float shadowAtten)
{
#ifdef SHADERGRAPH_PREVIEW
direction = normalize(float3(-0.5,0.5,-0.5));
color = float3(1,1,1);
shadowAtten = 1;
#else
float4 shadowCoord = TransformWorldToShadowCoord(worldPos);
Light mainLight = GetMainLight(shadowCoord);
direction = mainLight.direction;
color = mainLight.color;
shadowAtten = mainLight.shadowAttenuation;
#endif
}
void MainLight_half(half3 worldPos, out half3 direction, out half3 color, out half shadowAtten)
{
#ifdef SHADERGRAPH_PREVIEW
direction = normalize(half3(-0.5,0.5,0.5));
color = half3(1,1,1);
shadowAtten = 1;
#else
half4 shadowCoord = TransformWorldToShadowCoord(worldPos);
Light mainLight = GetMainLight(shadowCoord);
direction = mainLight.direction;
color = mainLight.color;
shadowAtten = mainLight.shadowAttenuation;
#endif
}
#ifndef SHADERGRAPH_PREVIEW
// This function gets additional light data and calculates realtime shadows
Light GetAdditionalLightCustom(int pixelLightIndex, float3 worldPosition) {
// Convert the pixel light index to the light data index
#if USE_FORWARD_PLUS
int lightIndex = pixelLightIndex;
#else
int lightIndex = GetPerObjectLightIndex(pixelLightIndex);
#endif
// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value
Light light = GetAdditionalPerObjectLight(lightIndex, worldPosition);
// Manually set the shadow attenuation by calculating realtime shadows
light.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, worldPosition, light.direction);
return light;
}
#endif
void AddAdditionalLights_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
float MainDiffuse, float3 MainSpecular, float3 MainColor,
out float Diffuse, out float3 Specular, out float3 Color) {
Diffuse = MainDiffuse;
Specular = MainSpecular;
Color = MainColor * (MainDiffuse + MainSpecular);
#ifndef SHADERGRAPH_PREVIEW
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
// for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
InputData inputData = (InputData)0;
float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
inputData.positionWS = WorldPosition;
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
float NdotL = saturate(dot(WorldNormal, light.direction));
float atten = light.distanceAttenuation * light.shadowAttenuation;
float thisDiffuse = atten * NdotL;
float3 thisSpecular = LightingSpecular(thisDiffuse, light.direction, WorldNormal, WorldView, 1, Smoothness);
Diffuse += thisDiffuse;
Specular += thisSpecular;
#if defined(_LIGHT_COOKIES)
float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);
light.color *= cookieColor
#endif
Color += light.color * (thisDiffuse + thisSpecular);
LIGHT_LOOP_END
float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));
Color = total <= 0 ? MainColor : Color / total;
#endif
}
void AddAdditionalLights_half(half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView,
half MainDiffuse, half3 MainSpecular, half3 MainColor,
out half Diffuse, out half3 Specular, out half3 Color) {
Diffuse = MainDiffuse;
Specular = MainSpecular;
Color = MainColor * (MainDiffuse + MainSpecular);
#ifndef SHADERGRAPH_PREVIEW
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
// for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
InputData inputData = (InputData)0;
float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
inputData.positionWS = WorldPosition;
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
half NdotL = saturate(dot(WorldNormal, light.direction));
half atten = light.distanceAttenuation * light.shadowAttenuation;
half thisDiffuse = atten * NdotL;
half3 thisSpecular = LightingSpecular(thisDiffuse * light.color, light.direction, WorldNormal, WorldView, 1, Smoothness);
Diffuse += thisDiffuse;
Specular += thisSpecular;
#if defined(_LIGHT_COOKIES)
half3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);
light.color *= cookieColor
#endif
Color += light.color * (thisDiffuse + thisSpecular);
LIGHT_LOOP_END
//needs to be float to avoid precision issues
float total = Diffuse + dot(Specular, half3(0.333, 0.333, 0.333));
Color = total <= 0 ? MainColor : Color / total;
#endif
}
void AddAdditionalLightsSimple_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView,
float MainDiffuse, float3 MainSpecular, float3 MainColor,
out float Diffuse, out float3 Specular, out float3 Color) {
Diffuse = MainDiffuse;
Specular = MainSpecular;
Color = MainColor * (MainDiffuse + MainSpecular);
#ifndef SHADERGRAPH_PREVIEW
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
// for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
InputData inputData = (InputData)0;
float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
inputData.positionWS = WorldPosition;
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
float NdotL = saturate(dot(WorldNormal, light.direction));
float atten = light.distanceAttenuation * light.shadowAttenuation;
float thisDiffuse = atten * NdotL;
Diffuse += thisDiffuse;
Color += light.color * thisDiffuse;
LIGHT_LOOP_END
float total = Diffuse;
Color = total <= 0 ? MainColor : Color / total;
#endif
}
void AddAdditionalLightsSimple_half(half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView,
half MainDiffuse, half3 MainSpecular, half3 MainColor,
out half Diffuse, out half3 Specular, out half3 Color) {
Diffuse = MainDiffuse;
Specular = MainSpecular;
Color = MainColor * (MainDiffuse + MainSpecular);
#ifndef SHADERGRAPH_PREVIEW
uint pixelLightCount = GetAdditionalLightsCount();
#if USE_FORWARD_PLUS
// for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS
InputData inputData = (InputData)0;
float4 screenPos = ComputeScreenPos(TransformWorldToHClip(WorldPosition));
inputData.normalizedScreenSpaceUV = screenPos.xy / screenPos.w;
inputData.positionWS = WorldPosition;
#endif
LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLightCustom(lightIndex, WorldPosition);
half NdotL = saturate(dot(WorldNormal, light.direction));
half atten = light.distanceAttenuation * light.shadowAttenuation;
half thisDiffuse = atten * NdotL;
Diffuse += thisDiffuse;
Color += light.color * thisDiffuse;
LIGHT_LOOP_END
//needs to be float to avoid precision issues
float total = Diffuse;
Color = total <= 0 ? MainColor : Color / total;
#endif
}
#endif