mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2025-06-20 02:16:43 +02:00
Added the project.
This commit is contained in:
189
Assets/TubeLight/Shaders/TubeLight.cginc
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189
Assets/TubeLight/Shaders/TubeLight.cginc
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||||
// Based on 'Real Shading in Unreal Engine 4'
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// http://blog.selfshadow.com/publications/s2013-shading-course/#course_content
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#include "TubeLightAttenuation.cginc"
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#ifndef SHADOW_PLANES
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#define SHADOW_PLANES 1
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#endif
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||||
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#if SHADOW_PLANES
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#include "TubeLightShadowPlanes.cginc"
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#endif
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#define SHARP_EDGE_FIX 1
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void SphereLightToPointLight(float3 pos, float3 lightPos, float3 eyeVec, half3 normal, float sphereRad, half rangeSqInv, inout UnityLight light, out half lightDist)
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{
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half3 viewDir = -eyeVec;
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half3 r = reflect (viewDir, normal);
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float3 L = lightPos - pos;
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float3 centerToRay = dot (L, r) * r - L;
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float3 closestPoint = L + centerToRay * saturate(sphereRad / length(centerToRay));
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lightDist = length(closestPoint);
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light.dir = closestPoint / lightDist;
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half distLSq = dot(L, L);
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light.ndotl = saturate(dot(normal, L/sqrt(distLSq)));
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float distNorm = distLSq * rangeSqInv;
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float atten = AttenuationToZero(distNorm);
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light.color *= atten;
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}
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void TubeLightToPointLight(float3 pos, float3 tubeStart, float3 tubeEnd, float3 normal, float tubeRad, float rangeSqInv, float3 representativeDir, float3 lightColor, out float3 outLightColor, out float3 outLightDir, out float outNdotL, out half outLightDist)
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{
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half3 N = normal;
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float3 L0 = tubeStart - pos;
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float3 L1 = tubeEnd - pos;
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float L0dotL0 = dot(L0, L0);
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float distL0 = sqrt(L0dotL0);
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float distL1 = length(L1);
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float NdotL0 = dot(L0, N) / (2.0 * distL0);
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float NdotL1 = dot(L1, N) / (2.0 * distL1);
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outNdotL = saturate(NdotL0 + NdotL1);
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float3 Ldir = L1 - L0;
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float RepdotL0 = dot(representativeDir, L0);
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float RepdotLdir = dot(representativeDir, Ldir);
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float L0dotLdir = dot(L0, Ldir);
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float LdirdotLdir = dot(Ldir, Ldir);
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float distLdir = sqrt(LdirdotLdir);
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#if SHARP_EDGE_FIX
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// There's a very visible discontinuity if we just take the closest distance to ray,
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// as the original paper suggests. This is an attempt to fix it, but it gets slightly more expensive and
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// has its own artifact, although this time at least C0 smooth.
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// Smallest angle to ray
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float t = (L0dotLdir * RepdotL0 - L0dotL0 * RepdotLdir) / (L0dotLdir * RepdotLdir - LdirdotLdir * RepdotL0);
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t = saturate(t);
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// As representativeDir becomes parallel (well, in some plane) to Ldir and then points away, t flips from 0 to 1 (or vv) and a discontinuity shows up.
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// Counteract by detecting that relative angle/position and flip t. The discontinuity in t moves to the back side.
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float3 L0xLdir = cross(L0, Ldir);
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float3 LdirxR = cross(Ldir, representativeDir);
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float RepAtLdir = dot(L0xLdir, LdirxR);
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// RepAtLdir is negative if R points away from Ldir.
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// TODO: check if lerp below is indeed cheaper.
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// if (RepAtLdir < 0)
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// t = 1 - t;
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t = lerp(1 - t, t, step(0, RepAtLdir));
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#else
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// Original by Karis
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// Closest distance to ray
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float t = (RepdotL0 * RepdotLdir - L0dotLdir) / (distLdir * distLdir - RepdotLdir * RepdotLdir);
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t = saturate(t);
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#endif
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float3 closestPoint = L0 + Ldir * t;
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float3 centerToRay = dot(closestPoint, representativeDir) * representativeDir - closestPoint;
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closestPoint = closestPoint + centerToRay * saturate(tubeRad / length(centerToRay));
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outLightDist = length(closestPoint);
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outLightDir = closestPoint / outLightDist;
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float distNorm = 0.5f * (distL0 * distL1 + dot(L0, L1)) * rangeSqInv;
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outLightColor = lightColor * AttenuationToZero(distNorm);
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}
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void TubeLightToPointLight(float3 pos, float3 tubeStart, float3 tubeEnd, float3 eyeVec, float3 normal, float tubeRad, float rangeSqInv, float3 lightColor, out float3 outLightColor, out float3 outLightDir, out float outNdotL, out half outLightDist)
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{
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half3 viewDir = -eyeVec;
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half3 representativeDir = reflect (viewDir, normal);
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TubeLightToPointLight(pos, tubeStart, tubeEnd, normal, tubeRad, rangeSqInv, representativeDir, lightColor, outLightColor, outLightDir, outNdotL, outLightDist);
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}
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inline half GGXTerm_Area (half NdotH, half roughness, half lightDist, half lightRadius)
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{
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half a = roughness * roughness;
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half a2 = a * a;
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half d = NdotH * NdotH * (a2 - 1.f) + 1.f;
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d = max(d, 0.000001);
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half aP = saturate( lightRadius / (lightDist*2.0) + a);
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half aP2 = aP * aP;
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return a2 * a2 / (UNITY_PI * d * d * aP2);
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}
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half4 BRDF1_Unity_PBS_Area (half3 diffColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness,
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half3 normal, half3 viewDir,
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UnityLight light, UnityIndirect gi, half lightDist, half lightRadius)
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{
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half roughness = 1-oneMinusRoughness;
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half3 halfDir = Unity_SafeNormalize (light.dir + viewDir);
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half nl = light.ndotl;
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half nh = BlinnTerm (normal, halfDir);
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half nv = DotClamped (normal, viewDir);
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half lv = DotClamped (light.dir, viewDir);
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half lh = DotClamped (light.dir, halfDir);
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half V = SmithGGXVisibilityTerm (nl, nv, roughness);
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half D = GGXTerm_Area (nh, roughness, lightDist, lightRadius);
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half nlPow5 = Pow5 (1-nl);
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half nvPow5 = Pow5 (1-nv);
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half Fd90 = 0.5 + 2 * lh * lh * roughness;
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half disneyDiffuse = (1 + (Fd90-1) * nlPow5) * (1 + (Fd90-1) * nvPow5);
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// HACK: theoretically we should divide by Pi diffuseTerm and not multiply specularTerm!
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// BUT 1) that will make shader look significantly darker than Legacy ones
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// and 2) on engine side "Non-important" lights have to be divided by Pi to in cases when they are injected into ambient SH
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// NOTE: multiplication by Pi is part of single constant together with 1/4 now
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half specularTerm = (V * D) * (UNITY_PI/4); // Torrance-Sparrow model, Fresnel is applied later (for optimization reasons)
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if (IsGammaSpace())
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specularTerm = sqrt(max(1e-4h, specularTerm));
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specularTerm = max(0, specularTerm * nl);
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half diffuseTerm = disneyDiffuse * nl;
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half grazingTerm = saturate(oneMinusRoughness + (1-oneMinusReflectivity));
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half3 color = diffColor * (gi.diffuse + light.color * diffuseTerm)
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+ specularTerm * light.color * FresnelTerm (specColor, lh)
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+ gi.specular * FresnelLerp (specColor, grazingTerm, nv);
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return half4(color, 1);
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}
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half4 CalculateLight (float3 worldPos, float2 uv, half3 baseColor, half3 specColor, half oneMinusRoughness, half3 normalWorld,
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half3 lightStart, half3 lightEnd, half3 lightColor, half lightRadius, half lightRangeSqInv)
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{
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UnityLight light = (UnityLight)0;
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float3 eyeVec = normalize(worldPos - _WorldSpaceCameraPos);
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half lightDist = 0;
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#if 0
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// Can't use a keyword, because no keywords in material property blocks.
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// TODO: is it worth the dynamic branch?
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if (sphereLight)
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SphereLightToPointLight (worldPos, lightStart, eyeVec, normalWorld, lightRadius, lightRangeSqInv, light, lightDist);
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else
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#else
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TubeLightToPointLight (worldPos, lightStart, lightEnd, eyeVec, normalWorld, lightRadius, lightRangeSqInv, lightColor, light.color, light.dir, light.ndotl, lightDist);
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#endif
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#if SHADOW_PLANES
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light.color *= ShadowPlanes(worldPos);
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#endif
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half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
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UnityIndirect ind;
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UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
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ind.diffuse = 0;
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ind.specular = 0;
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half4 res = BRDF1_Unity_PBS_Area (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normalWorld, -eyeVec, light, ind, lightDist, lightRadius);
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return res;
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}
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9
Assets/TubeLight/Shaders/TubeLight.cginc.meta
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9
Assets/TubeLight/Shaders/TubeLight.cginc.meta
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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||||
guid: bea54fea6aabea841b90651d989d88f5
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||||
timeCreated: 1452380090
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||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
87
Assets/TubeLight/Shaders/TubeLight.shader
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87
Assets/TubeLight/Shaders/TubeLight.shader
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@ -0,0 +1,87 @@
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Shader "Hidden/TubeLight" {
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SubShader {
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Tags { "Queue"="Geometry-1" }
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityDeferredLibrary.cginc"
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#define SHADOW_PLANES 1
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#include "TubeLight.cginc"
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sampler2D _CameraGBufferTexture0;
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||||
sampler2D _CameraGBufferTexture1;
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sampler2D _CameraGBufferTexture2;
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||||
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float _LightRadius;
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float _LightLength;
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float4 _LightAxis;
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||||
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||||
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||||
void DeferredCalculateLightParams (
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unity_v2f_deferred i,
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out float3 outWorldPos,
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out float2 outUV)
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{
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i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
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float2 uv = i.uv.xy / i.uv.w;
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// read depth and reconstruct world position
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float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
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||||
depth = Linear01Depth (depth);
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float4 vpos = float4(i.ray * depth,1);
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float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
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outWorldPos = wpos;
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outUV = uv;
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||||
}
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||||
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||||
half4 CalculateLightDeferred (unity_v2f_deferred i)
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||||
{
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||||
float3 worldPos;
|
||||
float2 uv;
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||||
DeferredCalculateLightParams (i, worldPos, uv);
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||||
|
||||
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
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||||
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
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||||
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
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||||
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half3 baseColor = gbuffer0.rgb;
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half3 specColor = gbuffer1.rgb;
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half oneMinusRoughness = gbuffer1.a;
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||||
half3 normalWorld = gbuffer2.rgb * 2 - 1;
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normalWorld = normalize(normalWorld);
|
||||
|
||||
return CalculateLight (worldPos, uv, baseColor, specColor, oneMinusRoughness, normalWorld,
|
||||
_LightPos.xyz, _LightPos.xyz + _LightAxis.xyz * _LightLength, _LightColor.xyz, _LightRadius, _LightPos.w);
|
||||
}
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||||
ENDCG
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||||
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||||
Pass {
|
||||
Fog { Mode Off }
|
||||
ZWrite Off
|
||||
Blend One One
|
||||
Cull Front
|
||||
ZTest Always
|
||||
|
||||
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma vertex vert_deferred
|
||||
#pragma fragment frag
|
||||
#pragma exclude_renderers nomrt
|
||||
|
||||
fixed4 frag (unity_v2f_deferred i) : SV_Target
|
||||
{
|
||||
half4 light = CalculateLightDeferred(i);
|
||||
// TODO: squash those NaNs at their source
|
||||
return isnan(light) ? 0 : light;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
}
|
||||
Fallback Off
|
||||
}
|
9
Assets/TubeLight/Shaders/TubeLight.shader.meta
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9
Assets/TubeLight/Shaders/TubeLight.shader.meta
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@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
|
||||
guid: 2e6fd90941a3e3c458d01f851dca21ed
|
||||
timeCreated: 1442344786
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
55
Assets/TubeLight/Shaders/TubeLightAttenuation.cginc
Normal file
55
Assets/TubeLight/Shaders/TubeLightAttenuation.cginc
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@ -0,0 +1,55 @@
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||||
#ifndef TUBE_LIGHT_ATTENUATION_LEGACY
|
||||
#define TUBE_LIGHT_ATTENUATION_LEGACY 0
|
||||
#endif
|
||||
|
||||
#if TUBE_LIGHT_ATTENUATION_LEGACY
|
||||
|
||||
float Attenuation(float distNorm)
|
||||
{
|
||||
return 1.0 / (1.0 + 25.0 * distNorm);
|
||||
}
|
||||
|
||||
float AttenuationToZero(float distNorm)
|
||||
{
|
||||
float att = Attenuation(distNorm);
|
||||
|
||||
// Replicating unity light attenuation - pulled to 0 at range
|
||||
// if (distNorm > 0.8 * 0.8)
|
||||
// att *= 1 - (distNorm - 0.8 * 0.8) / (1 - 0.8 * 0.8);
|
||||
// Same, simplified
|
||||
float oneDistNorm = 1.0 - distNorm;
|
||||
att *= lerp(1.0, oneDistNorm * 2.78, step(0.64, distNorm));
|
||||
|
||||
att *= step(0.0, oneDistNorm);
|
||||
|
||||
return att;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
float Attenuation(float distSqr)
|
||||
{
|
||||
float d = sqrt(distSqr);
|
||||
float kDefaultPointLightRadius = 0.25;
|
||||
return 1.0 / pow(1.0 + d/kDefaultPointLightRadius, 2);
|
||||
}
|
||||
|
||||
float AttenuationToZero(float distSqr)
|
||||
{
|
||||
// attenuation = 1 / (1 + distance_to_light / light_radius)^2
|
||||
// = 1 / (1 + 2*(d/r) + (d/r)^2)
|
||||
// For more details see: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
|
||||
float d = sqrt(distSqr);
|
||||
float kDefaultPointLightRadius = 0.25;
|
||||
float atten = 1.0 / pow(1.0 + d/kDefaultPointLightRadius, 2);
|
||||
float kCutoff = 1.0 / pow(1.0 + 1.0/kDefaultPointLightRadius, 2); // cutoff equal to attenuation at distance 1.0
|
||||
|
||||
// Force attenuation to fall towards zero at distance 1.0
|
||||
atten = (atten - kCutoff) / (1.f - kCutoff);
|
||||
if (d >= 1.f)
|
||||
atten = 0.f;
|
||||
|
||||
return atten;
|
||||
}
|
||||
|
||||
#endif
|
9
Assets/TubeLight/Shaders/TubeLightAttenuation.cginc.meta
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9
Assets/TubeLight/Shaders/TubeLightAttenuation.cginc.meta
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@ -0,0 +1,9 @@
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||||
fileFormatVersion: 2
|
||||
guid: 3d6df6428d576d147994b0b7ac0d5ea5
|
||||
timeCreated: 1456703457
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
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defaultTextures: []
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
38
Assets/TubeLight/Shaders/TubeLightShadowPlanes.cginc
Normal file
38
Assets/TubeLight/Shaders/TubeLightShadowPlanes.cginc
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@ -0,0 +1,38 @@
|
||||
half ShadowPlane(half3 worldPos, half4 plane, half feather)
|
||||
{
|
||||
half x = plane.w - dot(worldPos, plane.xyz);
|
||||
// Compiler bug workaround
|
||||
x += 0.0001;
|
||||
return smoothstep(-feather, feather, x);
|
||||
}
|
||||
|
||||
float4 _ShadowPlane0;
|
||||
float _ShadowPlaneFeather0;
|
||||
float4 _ShadowPlane1;
|
||||
float _ShadowPlaneFeather1;
|
||||
|
||||
half ShadowPlanes(half3 worldPos)
|
||||
{
|
||||
half att = 1;
|
||||
att *= ShadowPlane(worldPos, _ShadowPlane0, _ShadowPlaneFeather0);
|
||||
att *= ShadowPlane(worldPos, _ShadowPlane1, _ShadowPlaneFeather1);
|
||||
return att;
|
||||
}
|
||||
|
||||
struct TubeLightShadowPlane
|
||||
{
|
||||
float4 plane0;
|
||||
float4 plane1;
|
||||
float feather0;
|
||||
float feather1;
|
||||
float padding0;
|
||||
float padding1;
|
||||
};
|
||||
|
||||
half ShadowPlanes(half3 worldPos, TubeLightShadowPlane params)
|
||||
{
|
||||
half att = 1;
|
||||
att *= ShadowPlane(worldPos, params.plane0, params.feather0);
|
||||
att *= ShadowPlane(worldPos, params.plane1, params.feather1);
|
||||
return att;
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4ec63bd62722b840b982641528198db
|
||||
timeCreated: 1457385992
|
||||
licenseType: Pro
|
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ShaderImporter:
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defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
190
Assets/TubeLight/Shaders/TubeLightSource.mat
Normal file
190
Assets/TubeLight/Shaders/TubeLightSource.mat
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@ -0,0 +1,190 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!21 &2100000
|
||||
Material:
|
||||
serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: TubeLightSource
|
||||
m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
|
||||
m_ShaderKeywords: _EMISSION
|
||||
m_LightmapFlags: 0
|
||||
m_CustomRenderQueue: -1
|
||||
stringTagMap: {}
|
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m_SavedProperties:
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serializedVersion: 2
|
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8
Assets/TubeLight/Shaders/TubeLightSource.mat.meta
Normal file
8
Assets/TubeLight/Shaders/TubeLightSource.mat.meta
Normal file
@ -0,0 +1,8 @@
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Reference in New Issue
Block a user