mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-12-22 06:28:27 +01:00
Reduced project complexity
- Removed area lights - Removed tube lights - Removed samples
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using UnityEngine;
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||||
using UnityEngine.Rendering;
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using System.Collections.Generic;
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public partial class AreaLight : MonoBehaviour
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{
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[HideInInspector]
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public Mesh m_Cube;
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[HideInInspector]
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public Shader m_ProxyShader;
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Material m_ProxyMaterial;
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static Texture2D s_TransformInvTexture_Specular;
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static Texture2D s_TransformInvTexture_Diffuse;
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||||
static Texture2D s_AmpDiffAmpSpecFresnel;
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Dictionary<Camera, CommandBuffer> m_Cameras = new Dictionary<Camera, CommandBuffer>();
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||||
static CameraEvent kCameraEvent = CameraEvent.AfterLighting;
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||||
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||||
bool InitDirect()
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||||
{
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||||
if (m_ProxyShader == null || m_Cube == null)
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return false;
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// Proxy
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m_ProxyMaterial.hideFlags = HideFlags.HideAndDontSave;
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return true;
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}
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||||
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||||
void SetUpLUTs()
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||||
{
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||||
if (s_TransformInvTexture_Diffuse == null)
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||||
s_TransformInvTexture_Diffuse = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.TransformInv_DisneyDiffuse);
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||||
if (s_TransformInvTexture_Specular == null)
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||||
s_TransformInvTexture_Specular = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.TransformInv_GGX);
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if (s_AmpDiffAmpSpecFresnel == null)
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s_AmpDiffAmpSpecFresnel = AreaLightLUT.LoadLUT(AreaLightLUT.LUTType.AmpDiffAmpSpecFresnel);
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||||
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||||
m_ProxyMaterial.SetTexture("_TransformInv_Diffuse", s_TransformInvTexture_Diffuse);
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m_ProxyMaterial.SetTexture("_TransformInv_Specular", s_TransformInvTexture_Specular);
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m_ProxyMaterial.SetTexture("_AmpDiffAmpSpecFresnel", s_AmpDiffAmpSpecFresnel);
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||||
}
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||||
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||||
void Cleanup()
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||||
{
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||||
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
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||||
{
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||||
var cam = e.Current;
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||||
if (cam.Key != null && cam.Value != null)
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||||
{
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cam.Key.RemoveCommandBuffer (kCameraEvent, cam.Value);
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||||
}
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}
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m_Cameras.Clear();
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||||
}
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static readonly float[,] offsets = new float[4,2] {{1, 1}, {1, -1}, {-1, -1}, {-1, 1}};
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CommandBuffer GetOrCreateCommandBuffer(Camera cam)
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||||
{
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if(cam == null)
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return null;
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CommandBuffer buf = null;
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if(!m_Cameras.ContainsKey(cam)) {
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buf = new CommandBuffer();
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buf.name = /*"Area light: " +*/ gameObject.name;
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m_Cameras[cam] = buf;
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cam.AddCommandBuffer(kCameraEvent, buf);
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cam.depthTextureMode |= DepthTextureMode.Depth;
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} else {
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buf = m_Cameras[cam];
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buf.Clear();
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}
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return buf;
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}
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public void SetUpCommandBuffer()
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{
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if (InsideShadowmapCameraRender())
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return;
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Camera cam = Camera.current;
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CommandBuffer buf = GetOrCreateCommandBuffer(cam);
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buf.SetGlobalVector("_LightPos", transform.position);
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buf.SetGlobalVector("_LightColor", GetColor());
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SetUpLUTs();
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// Needed as we're using the vert_deferred vertex shader from UnityDeferredLibrary.cginc
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// TODO: Make the light render as quad if it intersects both near and far plane.
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// (Also missing: rendering as front faces when near doesn't intersect, stencil optimisations)
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buf.SetGlobalFloat("_LightAsQuad", 0);
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// A little bit of bias to prevent the light from lighting itself - the source quad
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float z = 0.01f;
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Transform t = transform;
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Matrix4x4 lightVerts = new Matrix4x4();
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for (int i = 0; i < 4; i++)
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lightVerts.SetRow(i, t.TransformPoint(new Vector3(m_Size.x * offsets[i,0], m_Size.y * offsets[i,1], z) * 0.5f));
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buf.SetGlobalMatrix("_LightVerts", lightVerts);
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if (m_Shadows)
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SetUpShadowmapForSampling(buf);
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Matrix4x4 m = Matrix4x4.TRS(new Vector3(0, 0, 10.0f), Quaternion.identity, Vector3.one * 20);
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buf.DrawMesh(m_Cube, t.localToWorldMatrix * m, m_ProxyMaterial, 0, m_Shadows ? /*shadows*/ 0 : /*no shadows*/ 1);
|
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}
|
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|
||||
void SetKeyword(string keyword, bool on)
|
||||
{
|
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if (on)
|
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m_ProxyMaterial.EnableKeyword(keyword);
|
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else
|
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m_ProxyMaterial.DisableKeyword(keyword);
|
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}
|
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|
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void ReleaseTemporary(ref RenderTexture rt)
|
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{
|
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if (rt == null)
|
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return;
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|
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RenderTexture.ReleaseTemporary(rt);
|
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rt = null;
|
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}
|
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|
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Color GetColor()
|
||||
{
|
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if (QualitySettings.activeColorSpace == ColorSpace.Gamma)
|
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return m_Color * m_Intensity;
|
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|
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return new Color(
|
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Mathf.GammaToLinearSpace(m_Color.r * m_Intensity),
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Mathf.GammaToLinearSpace(m_Color.g * m_Intensity),
|
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Mathf.GammaToLinearSpace(m_Color.b * m_Intensity),
|
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1.0f
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);
|
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}
|
||||
|
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}
|
@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: f166f8247b9668b45bd44bb7d17f3e1d
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timeCreated: 1453074905
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licenseType: Pro
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serializedVersion: 2
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defaultReferences: []
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userData:
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@ -1,303 +0,0 @@
|
||||
using UnityEngine;
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using UnityEngine.Rendering;
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|
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public partial class AreaLight : MonoBehaviour
|
||||
{
|
||||
Camera m_ShadowmapCamera;
|
||||
Transform m_ShadowmapCameraTransform;
|
||||
|
||||
[HideInInspector]
|
||||
public Shader m_ShadowmapShader;
|
||||
[HideInInspector]
|
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public Shader m_BlurShadowmapShader;
|
||||
Material m_BlurShadowmapMaterial;
|
||||
RenderTexture m_Shadowmap = null;
|
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RenderTexture m_BlurredShadowmap = null;
|
||||
Texture2D m_ShadowmapDummy = null;
|
||||
|
||||
int m_ShadowmapRenderTime = -1;
|
||||
int m_BlurredShadowmapRenderTime = -1;
|
||||
FogLight m_FogLight = null;
|
||||
|
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public enum TextureSize
|
||||
{
|
||||
x512 = 512,
|
||||
x1024 = 1024,
|
||||
x2048 = 2048,
|
||||
x4096 = 4096,
|
||||
}
|
||||
|
||||
void UpdateShadowmap(int res)
|
||||
{
|
||||
if (m_Shadowmap != null && m_ShadowmapRenderTime == Time.renderedFrameCount)
|
||||
return;
|
||||
|
||||
// Create the camera
|
||||
if (m_ShadowmapCamera == null)
|
||||
{
|
||||
if (m_ShadowmapShader == null)
|
||||
{
|
||||
Debug.LogError("AreaLight's shadowmap shader not assigned.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject go = new GameObject("Shadowmap Camera");
|
||||
go.AddComponent(typeof(Camera));
|
||||
m_ShadowmapCamera = go.GetComponent<Camera>();
|
||||
go.hideFlags = HideFlags.HideAndDontSave;
|
||||
m_ShadowmapCamera.enabled = false;
|
||||
m_ShadowmapCamera.clearFlags = CameraClearFlags.SolidColor;
|
||||
m_ShadowmapCamera.renderingPath = RenderingPath.Forward;
|
||||
// exp(EXPONENT) for ESM, white for VSM
|
||||
// m_ShadowmapCamera.backgroundColor = new Color(Mathf.Exp(EXPONENT), 0, 0, 0);
|
||||
m_ShadowmapCamera.backgroundColor = Color.white;
|
||||
m_ShadowmapCameraTransform = go.transform;
|
||||
m_ShadowmapCameraTransform.parent = transform;
|
||||
m_ShadowmapCameraTransform.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
if (m_Angle == 0.0f)
|
||||
{
|
||||
m_ShadowmapCamera.orthographic = true;
|
||||
m_ShadowmapCameraTransform.localPosition = Vector3.zero;
|
||||
m_ShadowmapCamera.nearClipPlane = 0;
|
||||
m_ShadowmapCamera.farClipPlane = m_Size.z;
|
||||
m_ShadowmapCamera.orthographicSize = 0.5f * m_Size.y;
|
||||
m_ShadowmapCamera.aspect = m_Size.x / m_Size.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ShadowmapCamera.orthographic = false;
|
||||
float near = GetNearToCenter();
|
||||
m_ShadowmapCameraTransform.localPosition = -near * Vector3.forward;
|
||||
m_ShadowmapCamera.nearClipPlane = near;
|
||||
m_ShadowmapCamera.farClipPlane = near + m_Size.z;
|
||||
m_ShadowmapCamera.fieldOfView = m_Angle;
|
||||
m_ShadowmapCamera.aspect = m_Size.x / m_Size.y;
|
||||
}
|
||||
|
||||
ReleaseTemporary(ref m_Shadowmap);
|
||||
m_Shadowmap = RenderTexture.GetTemporary(res, res, 24, RenderTextureFormat.Shadowmap);
|
||||
m_Shadowmap.name = "AreaLight Shadowmap";
|
||||
m_Shadowmap.filterMode = FilterMode.Bilinear;
|
||||
m_Shadowmap.wrapMode = TextureWrapMode.Clamp;
|
||||
|
||||
m_ShadowmapCamera.targetTexture = m_Shadowmap;
|
||||
|
||||
// Clear. RenderWithShader() should clear too, but it doesn't.
|
||||
// TODO: Check if it's a bug.
|
||||
m_ShadowmapCamera.cullingMask = 0;
|
||||
m_ShadowmapCamera.Render();
|
||||
m_ShadowmapCamera.cullingMask = m_ShadowCullingMask;
|
||||
|
||||
// We might be rendering inside PlaneReflections, which invert culling. Disable temporarily.
|
||||
var oldCulling = GL.invertCulling;
|
||||
GL.invertCulling = false;
|
||||
|
||||
m_ShadowmapCamera.RenderWithShader(m_ShadowmapShader, "RenderType");
|
||||
|
||||
// Back to whatever was the culling mode.
|
||||
GL.invertCulling = oldCulling;
|
||||
|
||||
m_ShadowmapRenderTime = Time.renderedFrameCount;
|
||||
}
|
||||
|
||||
public RenderTexture GetBlurredShadowmap()
|
||||
{
|
||||
UpdateBlurredShadowmap();
|
||||
return m_BlurredShadowmap;
|
||||
}
|
||||
|
||||
RenderTexture[] temp;
|
||||
|
||||
void UpdateBlurredShadowmap()
|
||||
{
|
||||
if (m_BlurredShadowmap != null && m_BlurredShadowmapRenderTime == Time.renderedFrameCount)
|
||||
return;
|
||||
|
||||
InitFogLight();
|
||||
|
||||
int startRes = (int)m_ShadowmapRes;
|
||||
int targetRes = (int)m_FogLight.m_ShadowmapRes;
|
||||
|
||||
// To make things easier, blurred shadowmap is at most half the size of the regular.
|
||||
if (isActiveAndEnabled && m_Shadows)
|
||||
{
|
||||
targetRes = Mathf.Min(targetRes, startRes/2);
|
||||
}
|
||||
else
|
||||
{
|
||||
// If the area light or the shadows on it are disabled, we can
|
||||
// just get the most convenient resolution for us.
|
||||
startRes = 2 * startRes;
|
||||
}
|
||||
|
||||
UpdateShadowmap(startRes);
|
||||
|
||||
RenderTexture originalRT = RenderTexture.active;
|
||||
|
||||
// Downsample
|
||||
ReleaseTemporary(ref m_BlurredShadowmap);
|
||||
InitMaterial(ref m_BlurShadowmapMaterial, m_BlurShadowmapShader);
|
||||
int downsampleSteps = (int)Mathf.Log(startRes / targetRes, 2);
|
||||
if (temp == null || temp.Length != downsampleSteps)
|
||||
temp = new RenderTexture[downsampleSteps];
|
||||
// RFloat for ESM, RGHalf for VSM
|
||||
RenderTextureFormat format = RenderTextureFormat.RGHalf;
|
||||
|
||||
for(int i = 0, currentRes = startRes/2; i < downsampleSteps; i++)
|
||||
{
|
||||
temp[i] = RenderTexture.GetTemporary(currentRes, currentRes, 0, format, RenderTextureReadWrite.Linear);
|
||||
temp[i].name = "AreaLight Shadow Downsample";
|
||||
temp[i].filterMode = FilterMode.Bilinear;
|
||||
temp[i].wrapMode = TextureWrapMode.Clamp;
|
||||
m_BlurShadowmapMaterial.SetVector("_TexelSize", new Vector4(0.5f/currentRes, 0.5f/currentRes, 0, 0));
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
m_BlurShadowmapMaterial.SetTexture("_Shadowmap", m_Shadowmap);
|
||||
InitShadowmapDummy();
|
||||
m_BlurShadowmapMaterial.SetTexture("_ShadowmapDummy", m_ShadowmapDummy);
|
||||
m_BlurShadowmapMaterial.SetVector("_ZParams", GetZParams());
|
||||
m_BlurShadowmapMaterial.SetFloat("_ESMExponent", m_FogLight.m_ESMExponent);
|
||||
Blur(m_Shadowmap, temp[i], /*sample & convert shadowmap*/ 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_BlurShadowmapMaterial.SetTexture("_MainTex", temp[i - 1]);
|
||||
Blur(temp[i - 1], temp[i], /*regular sample*/ 1);
|
||||
}
|
||||
|
||||
currentRes /= 2;
|
||||
}
|
||||
|
||||
for (int i = 0; i < downsampleSteps - 1; i++)
|
||||
RenderTexture.ReleaseTemporary(temp[i]);
|
||||
|
||||
m_BlurredShadowmap = temp[downsampleSteps - 1];
|
||||
|
||||
// Blur
|
||||
if (m_FogLight.m_BlurIterations > 0)
|
||||
{
|
||||
RenderTexture tempBlur = RenderTexture.GetTemporary (targetRes, targetRes, 0, format, RenderTextureReadWrite.Linear);
|
||||
tempBlur.name = "AreaLight Shadow Blur";
|
||||
tempBlur.filterMode = FilterMode.Bilinear;
|
||||
tempBlur.wrapMode = TextureWrapMode.Clamp;
|
||||
|
||||
m_BlurShadowmapMaterial.SetVector("_MainTex_TexelSize", new Vector4(1.0f/targetRes, 1.0f/targetRes, 0, 0));
|
||||
|
||||
float blurSize = m_FogLight.m_BlurSize;
|
||||
for(int i = 0; i < m_FogLight.m_BlurIterations; i++)
|
||||
{
|
||||
m_BlurShadowmapMaterial.SetFloat ("_BlurSize", blurSize);
|
||||
Blur(m_BlurredShadowmap, tempBlur, /*vertical blur*/2);
|
||||
Blur(tempBlur, m_BlurredShadowmap, /*horizontal blur*/3);
|
||||
blurSize *= 1.2f;
|
||||
}
|
||||
|
||||
RenderTexture.ReleaseTemporary(tempBlur);
|
||||
}
|
||||
|
||||
RenderTexture.active = originalRT;
|
||||
|
||||
m_BlurredShadowmapRenderTime = Time.renderedFrameCount;
|
||||
}
|
||||
|
||||
// Normally would've used Graphics.Blit(), but it breaks picking in the scene view.
|
||||
// TODO: bug report
|
||||
void Blur(RenderTexture src, RenderTexture dst, int pass)
|
||||
{
|
||||
RenderTexture.active = dst;
|
||||
m_BlurShadowmapMaterial.SetTexture("_MainTex", src);
|
||||
m_BlurShadowmapMaterial.SetPass(pass);
|
||||
RenderQuad();
|
||||
}
|
||||
|
||||
void RenderQuad()
|
||||
{
|
||||
GL.Begin(GL.QUADS);
|
||||
GL.TexCoord2( 0, 0);
|
||||
GL.Vertex3 (-1, 1, 0);
|
||||
GL.TexCoord2( 0, 1);
|
||||
GL.Vertex3 (-1,-1, 0);
|
||||
GL.TexCoord2( 1, 1);
|
||||
GL.Vertex3 ( 1,-1, 0);
|
||||
GL.TexCoord2( 1, 0);
|
||||
GL.Vertex3 ( 1, 1, 0);
|
||||
GL.End();
|
||||
}
|
||||
|
||||
void SetUpShadowmapForSampling(CommandBuffer buf)
|
||||
{
|
||||
UpdateShadowmap((int)m_ShadowmapRes);
|
||||
|
||||
buf.SetGlobalTexture("_Shadowmap", m_Shadowmap);
|
||||
InitShadowmapDummy();
|
||||
m_ProxyMaterial.SetTexture("_ShadowmapDummy", m_ShadowmapDummy);
|
||||
buf.SetGlobalMatrix("_ShadowProjectionMatrix", GetProjectionMatrix());
|
||||
|
||||
float texelsInMap = (int)m_ShadowmapRes;
|
||||
float relativeTexelSize = texelsInMap / 2048.0f;
|
||||
|
||||
buf.SetGlobalFloat("_ShadowReceiverWidth", relativeTexelSize * m_ReceiverSearchDistance / texelsInMap);
|
||||
|
||||
buf.SetGlobalFloat("_ShadowReceiverDistanceScale", m_ReceiverDistanceScale * 0.5f / 10.0f); // 10 samples in shader
|
||||
|
||||
Vector2 shadowLightWidth = new Vector2(m_LightNearSize, m_LightFarSize) * relativeTexelSize / texelsInMap;
|
||||
buf.SetGlobalVector("_ShadowLightWidth", shadowLightWidth);
|
||||
|
||||
buf.SetGlobalFloat("_ShadowBias", m_ShadowBias);
|
||||
}
|
||||
|
||||
void InitMaterial(ref Material material, Shader shader)
|
||||
{
|
||||
if (material)
|
||||
return;
|
||||
|
||||
if (!shader)
|
||||
{
|
||||
Debug.LogError("Missing shader");
|
||||
return;
|
||||
}
|
||||
|
||||
material = new Material(shader);
|
||||
material.hideFlags = HideFlags.HideAndDontSave;
|
||||
}
|
||||
|
||||
void InitShadowmapDummy()
|
||||
{
|
||||
if(m_ShadowmapDummy != null)
|
||||
return;
|
||||
m_ShadowmapDummy = new Texture2D(1, 1, TextureFormat.Alpha8, false, true);
|
||||
m_ShadowmapDummy.filterMode = FilterMode.Point;
|
||||
m_ShadowmapDummy.SetPixel(0, 0, new Color(0f, 0f, 0f, 0f));
|
||||
m_ShadowmapDummy.Apply(false, true);
|
||||
}
|
||||
|
||||
void InitFogLight()
|
||||
{
|
||||
if (m_FogLight != null)
|
||||
return;
|
||||
|
||||
// It should always be here, because it triggered this code path in the first place.
|
||||
m_FogLight = GetComponent<FogLight>();
|
||||
}
|
||||
|
||||
bool InsideShadowmapCameraRender()
|
||||
{
|
||||
RenderTexture target = Camera.current.targetTexture;
|
||||
return target != null && target.format == RenderTextureFormat.Shadowmap;
|
||||
}
|
||||
|
||||
Vector4 GetZParams()
|
||||
{
|
||||
float n = GetNearToCenter();
|
||||
float f = n + m_Size.z;
|
||||
// linear z, 0 near, 1 far
|
||||
// linearz = A * (z + 1.0) / (z + B);
|
||||
// A = n/(n - f)
|
||||
// B = (n + f)/(n - f)
|
||||
|
||||
return new Vector4(n/(n - f), (n + f)/(n - f), 0, 0);
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 263b59280b7c4e04aa70d3c9cb1a5586
|
||||
timeCreated: 1455014110
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,297 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public partial class AreaLight : MonoBehaviour
|
||||
{
|
||||
public bool m_RenderSource = true;
|
||||
public Vector3 m_Size = new Vector3(1, 1, 2);
|
||||
[Range(0, 179)]
|
||||
public float m_Angle = 0.0f;
|
||||
[MinValue(0)]
|
||||
public float m_Intensity = 0.8f;
|
||||
public Color m_Color = Color.white;
|
||||
|
||||
[Header("Shadows")]
|
||||
public bool m_Shadows = false;
|
||||
public LayerMask m_ShadowCullingMask = ~0;
|
||||
public TextureSize m_ShadowmapRes = TextureSize.x2048;
|
||||
[MinValue(0)]
|
||||
public float m_ReceiverSearchDistance = 24.0f;
|
||||
[MinValue(0)]
|
||||
public float m_ReceiverDistanceScale = 5.0f;
|
||||
[MinValue(0)]
|
||||
public float m_LightNearSize = 4.0f;
|
||||
[MinValue(0)]
|
||||
public float m_LightFarSize = 22.0f;
|
||||
[Range(0, 0.1f)]
|
||||
public float m_ShadowBias = 0.001f;
|
||||
|
||||
MeshRenderer m_SourceRenderer;
|
||||
Mesh m_SourceMesh;
|
||||
[HideInInspector]
|
||||
public Mesh m_Quad;
|
||||
Vector2 m_CurrentQuadSize = Vector2.zero;
|
||||
Vector3 m_CurrentSize = Vector3.zero;
|
||||
float m_CurrentAngle = -1.0f;
|
||||
|
||||
bool m_Initialized = false;
|
||||
MaterialPropertyBlock m_props;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if(!Init())
|
||||
return;
|
||||
UpdateSourceMesh();
|
||||
}
|
||||
|
||||
bool Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return true;
|
||||
|
||||
if (m_Quad == null || !InitDirect())
|
||||
return false;
|
||||
|
||||
m_SourceRenderer = GetComponent<MeshRenderer>();
|
||||
m_SourceRenderer.enabled = true;
|
||||
m_SourceMesh = Instantiate<Mesh>(m_Quad);
|
||||
m_SourceMesh.hideFlags = HideFlags.HideAndDontSave;
|
||||
MeshFilter mfs = gameObject.GetComponent<MeshFilter>();
|
||||
mfs.sharedMesh = m_SourceMesh;
|
||||
|
||||
Transform t = transform;
|
||||
if (t.localScale != Vector3.one)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
Debug.LogError("AreaLights don't like to be scaled. Setting local scale to 1.", this);
|
||||
#endif
|
||||
t.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
SetUpLUTs();
|
||||
|
||||
m_Initialized = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_props = new MaterialPropertyBlock();
|
||||
|
||||
if(!Init())
|
||||
return;
|
||||
UpdateSourceMesh();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if(!Application.isPlaying)
|
||||
Cleanup();
|
||||
else
|
||||
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
|
||||
if(e.Current.Value != null)
|
||||
e.Current.Value.Clear();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (m_ProxyMaterial != null)
|
||||
DestroyImmediate(m_ProxyMaterial);
|
||||
if (m_SourceMesh != null)
|
||||
DestroyImmediate(m_SourceMesh);
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
static Vector3[] vertices = new Vector3[4];
|
||||
|
||||
void UpdateSourceMesh()
|
||||
{
|
||||
m_Size.x = Mathf.Max(m_Size.x, 0);
|
||||
m_Size.y = Mathf.Max(m_Size.y, 0);
|
||||
m_Size.z = Mathf.Max(m_Size.z, 0);
|
||||
|
||||
Vector2 quadSize = m_RenderSource && enabled ? new Vector2(m_Size.x, m_Size.y) : Vector2.one * 0.0001f;
|
||||
if (quadSize != m_CurrentQuadSize)
|
||||
{
|
||||
|
||||
float x = quadSize.x * 0.5f;
|
||||
float y = quadSize.y * 0.5f;
|
||||
// To prevent the source quad from getting into the shadowmap, offset it back a bit.
|
||||
float z = -0.001f;
|
||||
vertices[0].Set(-x, y, z);
|
||||
vertices[1].Set( x, -y, z);
|
||||
vertices[2].Set( x, y, z);
|
||||
vertices[3].Set(-x, -y, z);
|
||||
|
||||
m_SourceMesh.vertices = vertices;
|
||||
|
||||
m_CurrentQuadSize = quadSize;
|
||||
}
|
||||
|
||||
if (m_Size != m_CurrentSize || m_Angle != m_CurrentAngle)
|
||||
{
|
||||
// Set the bounds of the mesh to large, so that they drive rendering of the entire light
|
||||
// TODO: Make the bounds tight around the shape of the light. Right now they're just tight around
|
||||
// the shadow frustum, which is fine if the shadows are enable (ok, maybe far plane should be more clever),
|
||||
// but doesn't make sense if shadows are disabled.
|
||||
m_SourceMesh.bounds = GetFrustumBounds();
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (!gameObject.activeInHierarchy || !enabled)
|
||||
{
|
||||
Cleanup();
|
||||
return;
|
||||
}
|
||||
|
||||
if(!Init())
|
||||
return;
|
||||
|
||||
UpdateSourceMesh();
|
||||
|
||||
if(Application.isPlaying)
|
||||
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
|
||||
if(e.Current.Value != null)
|
||||
e.Current.Value.Clear();
|
||||
}
|
||||
|
||||
void OnWillRenderObject()
|
||||
{
|
||||
if(!Init())
|
||||
return;
|
||||
|
||||
// TODO: This is just a very rough guess. Need to properly calculate the surface emission
|
||||
// intensity based on light's intensity.
|
||||
Color color = new Color(
|
||||
Mathf.GammaToLinearSpace(m_Color.r),
|
||||
Mathf.GammaToLinearSpace(m_Color.g),
|
||||
Mathf.GammaToLinearSpace(m_Color.b),
|
||||
1.0f);
|
||||
m_props.SetVector("_EmissionColor", color * m_Intensity);
|
||||
m_SourceRenderer.SetPropertyBlock(m_props);
|
||||
|
||||
SetUpCommandBuffer();
|
||||
}
|
||||
|
||||
float GetNearToCenter()
|
||||
{
|
||||
if (m_Angle == 0.0f)
|
||||
return 0;
|
||||
|
||||
return m_Size.y * 0.5f / Mathf.Tan(m_Angle * 0.5f * Mathf.Deg2Rad);
|
||||
}
|
||||
|
||||
Matrix4x4 GetOffsetMatrix(float zOffset)
|
||||
{
|
||||
Matrix4x4 m = Matrix4x4.identity;
|
||||
m.SetColumn(3, new Vector4(0, 0, zOffset, 1));
|
||||
return m;
|
||||
}
|
||||
|
||||
public Matrix4x4 GetProjectionMatrix(bool linearZ = false)
|
||||
{
|
||||
Matrix4x4 m;
|
||||
|
||||
if (m_Angle == 0.0f)
|
||||
{
|
||||
m = Matrix4x4.Ortho(-0.5f * m_Size.x, 0.5f * m_Size.x, -0.5f * m_Size.y, 0.5f * m_Size.y, 0, -m_Size.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
float near = GetNearToCenter();
|
||||
if (linearZ)
|
||||
{
|
||||
m = PerspectiveLinearZ(m_Angle, m_Size.x/m_Size.y, near, near + m_Size.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
m = Matrix4x4.Perspective(m_Angle, m_Size.x/m_Size.y, near, near + m_Size.z);
|
||||
m = m * Matrix4x4.Scale(new Vector3(1, 1, -1));
|
||||
}
|
||||
m = m * GetOffsetMatrix(near);
|
||||
}
|
||||
|
||||
return m * transform.worldToLocalMatrix;
|
||||
}
|
||||
|
||||
public Vector4 MultiplyPoint(Matrix4x4 m, Vector3 v)
|
||||
{
|
||||
Vector4 res;
|
||||
res.x = m.m00 * v.x + m.m01 * v.y + m.m02 * v.z + m.m03;
|
||||
res.y = m.m10 * v.x + m.m11 * v.y + m.m12 * v.z + m.m13;
|
||||
res.z = m.m20 * v.x + m.m21 * v.y + m.m22 * v.z + m.m23;
|
||||
res.w = m.m30 * v.x + m.m31 * v.y + m.m32 * v.z + m.m33;
|
||||
return res;
|
||||
}
|
||||
|
||||
Matrix4x4 PerspectiveLinearZ(float fov, float aspect, float near, float far)
|
||||
{
|
||||
// A vector transformed with this matrix should get perspective division on x and y only:
|
||||
// Vector4 vClip = MultiplyPoint(PerspectiveLinearZ(...), vEye);
|
||||
// Vector3 vNDC = Vector3(vClip.x / vClip.w, vClip.y / vClip.w, vClip.z);
|
||||
// vNDC is [-1, 1]^3 and z is linear, i.e. z = 0 is half way between near and far in world space.
|
||||
|
||||
float rad = Mathf.Deg2Rad * fov * 0.5f;
|
||||
float cotan = Mathf.Cos(rad) / Mathf.Sin(rad);
|
||||
float deltainv = 1.0f / (far - near);
|
||||
Matrix4x4 m;
|
||||
|
||||
m.m00 = cotan / aspect; m.m01 = 0.0f; m.m02 = 0.0f; m.m03 = 0.0f;
|
||||
m.m10 = 0.0f; m.m11 = cotan; m.m12 = 0.0f; m.m13 = 0.0f;
|
||||
m.m20 = 0.0f; m.m21 = 0.0f; m.m22 = 2.0f * deltainv; m.m23 = - (far + near) * deltainv;
|
||||
m.m30 = 0.0f; m.m31 = 0.0f; m.m32 = 1.0f; m.m33 = 0.0f;
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
public Vector4 GetPosition()
|
||||
{
|
||||
Transform t = transform;
|
||||
|
||||
if (m_Angle == 0.0f)
|
||||
{
|
||||
Vector3 dir = -t.forward;
|
||||
return new Vector4(dir.x, dir.y, dir.z, 0);
|
||||
}
|
||||
|
||||
Vector3 pos = t.position - GetNearToCenter() * t.forward;
|
||||
return new Vector4(pos.x, pos.y, pos.z, 1);
|
||||
}
|
||||
|
||||
Bounds GetFrustumBounds()
|
||||
{
|
||||
if (m_Angle == 0.0f)
|
||||
return new Bounds(Vector3.zero, m_Size);
|
||||
|
||||
float tanhalffov = Mathf.Tan(m_Angle * 0.5f * Mathf.Deg2Rad);
|
||||
float near = m_Size.y * 0.5f / tanhalffov;
|
||||
float z = m_Size.z;
|
||||
float y = (near + m_Size.z) * tanhalffov * 2.0f;
|
||||
float x = m_Size.x * y / m_Size.y;
|
||||
return new Bounds(Vector3.forward * m_Size.z * 0.5f, new Vector3(x, y, z));
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.white;
|
||||
|
||||
if (m_Angle == 0.0f)
|
||||
{
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
Gizmos.DrawWireCube(new Vector3(0, 0, 0.5f * m_Size.z), m_Size);
|
||||
return;
|
||||
}
|
||||
|
||||
float near = GetNearToCenter();
|
||||
Gizmos.matrix = transform.localToWorldMatrix * GetOffsetMatrix(-near);
|
||||
|
||||
Gizmos.DrawFrustum(Vector3.zero, m_Angle, near + m_Size.z, near, m_Size.x/m_Size.y);
|
||||
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
Gizmos.color = Color.yellow;
|
||||
Bounds bounds = GetFrustumBounds();
|
||||
Gizmos.DrawWireCube(bounds.center, bounds.size);
|
||||
}
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 792909cacf2415c48a1d7eebef426b5d
|
||||
timeCreated: 1453121021
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences:
|
||||
- m_Cube: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
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- m_ProxyShader: {fileID: 4800000, guid: 2b28be3523d190a41910088d1ee68ef7, type: 3}
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executionOrder: 0
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assetBundleName:
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
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||||
fileFormatVersion: 2
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||||
guid: 9cbf86f9b2114924a91acc43796a307b
|
||||
timeCreated: 1454419446
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
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||||
fileFormatVersion: 2
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guid: 2b0041ac2ad0ef8459f7565f64f4d731
|
||||
timeCreated: 1453066169
|
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,68 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public partial class AreaLightLUT
|
||||
{
|
||||
const int kLUTResolution = 64;
|
||||
const int kLUTMatrixDim = 3;
|
||||
|
||||
public enum LUTType
|
||||
{
|
||||
TransformInv_DisneyDiffuse,
|
||||
TransformInv_GGX,
|
||||
AmpDiffAmpSpecFresnel
|
||||
}
|
||||
|
||||
public static Texture2D LoadLUT(LUTType type)
|
||||
{
|
||||
switch(type)
|
||||
{
|
||||
case LUTType.TransformInv_DisneyDiffuse: return LoadLUT(s_LUTTransformInv_DisneyDiffuse);
|
||||
case LUTType.TransformInv_GGX: return LoadLUT(s_LUTTransformInv_GGX);
|
||||
case LUTType.AmpDiffAmpSpecFresnel: return LoadLUT(s_LUTAmplitude_DisneyDiffuse, s_LUTAmplitude_GGX, s_LUTFresnel_GGX);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
static Texture2D CreateLUT(TextureFormat format, Color[] pixels)
|
||||
{
|
||||
Texture2D tex = new Texture2D(kLUTResolution, kLUTResolution, format, false /*mipmap*/, true /*linear*/);
|
||||
tex.hideFlags = HideFlags.HideAndDontSave;
|
||||
tex.wrapMode = TextureWrapMode.Clamp;
|
||||
tex.SetPixels(pixels);
|
||||
tex.Apply();
|
||||
return tex;
|
||||
}
|
||||
|
||||
static Texture2D LoadLUT(double[,] LUTTransformInv)
|
||||
{
|
||||
const int count = kLUTResolution * kLUTResolution;
|
||||
Color[] pixels = new Color[count];
|
||||
|
||||
// transformInv
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// Only columns 0, 2, 4 and 6 contain interesting values (at least in the case of GGX).
|
||||
pixels[i] = new Color( (float)LUTTransformInv[i, 0],
|
||||
(float)LUTTransformInv[i, 2],
|
||||
(float)LUTTransformInv[i, 4],
|
||||
(float)LUTTransformInv[i, 6]);
|
||||
}
|
||||
|
||||
return CreateLUT(TextureFormat.RGBAHalf, pixels);
|
||||
}
|
||||
|
||||
static Texture2D LoadLUT(float[] LUTScalar0, float[] LUTScalar1, float[] LUTScalar2)
|
||||
{
|
||||
const int count = kLUTResolution * kLUTResolution;
|
||||
Color[] pixels = new Color[count];
|
||||
|
||||
// amplitude
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
pixels[i] = new Color(LUTScalar0[i], LUTScalar1[i], LUTScalar2[i], 0);
|
||||
}
|
||||
|
||||
return CreateLUT(TextureFormat.RGBAHalf, pixels);
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c08d6c4951e30c42a4bd6209323dfb8
|
||||
timeCreated: 1453070529
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d622c47de56b9e84e971b5a72b861f95
|
||||
folderAsset: yes
|
||||
timeCreated: 1477749207
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,224 +0,0 @@
|
||||
// Based on 'Real-Time Polygonal-Light Shading with Linearly Transformed Cosines'
|
||||
// https://labs.unity.com/article/real-time-polygonal-light-shading-linearly-transformed-cosines
|
||||
|
||||
#if AREA_LIGHT_ENABLE_DIFFUSE
|
||||
sampler2D _TransformInv_Diffuse;
|
||||
#endif
|
||||
sampler2D _TransformInv_Specular;
|
||||
sampler2D _AmpDiffAmpSpecFresnel;
|
||||
float4x4 _LightVerts;
|
||||
|
||||
half IntegrateEdge(half3 v1, half3 v2)
|
||||
{
|
||||
half d = dot(v1,v2);
|
||||
half theta = acos(max(-0.9999, dot(v1,v2)));
|
||||
half theta_sintheta = theta / sin(theta);
|
||||
return theta_sintheta * (v1.x*v2.y - v1.y*v2.x);
|
||||
}
|
||||
|
||||
// Baum's equation
|
||||
// Expects non-normalized vertex positions
|
||||
half PolygonRadiance(half4x3 L)
|
||||
{
|
||||
// detect clipping config
|
||||
uint config = 0;
|
||||
if (L[0].z > 0) config += 1;
|
||||
if (L[1].z > 0) config += 2;
|
||||
if (L[2].z > 0) config += 4;
|
||||
if (L[3].z > 0) config += 8;
|
||||
|
||||
|
||||
// The fifth vertex for cases when clipping cuts off one corner.
|
||||
// Due to a compiler bug, copying L into a vector array with 5 rows
|
||||
// messes something up, so we need to stick with the matrix + the L4 vertex.
|
||||
half3 L4 = L[3];
|
||||
|
||||
// This switch is surprisingly fast. Tried replacing it with a lookup array of vertices.
|
||||
// Even though that replaced the switch with just some indexing and no branches, it became
|
||||
// way, way slower - mem fetch stalls?
|
||||
|
||||
// clip
|
||||
uint n = 0;
|
||||
switch(config)
|
||||
{
|
||||
case 0: // clip all
|
||||
break;
|
||||
|
||||
case 1: // V1 clip V2 V3 V4
|
||||
n = 3;
|
||||
L[1] = -L[1].z * L[0] + L[0].z * L[1];
|
||||
L[2] = -L[3].z * L[0] + L[0].z * L[3];
|
||||
break;
|
||||
|
||||
case 2: // V2 clip V1 V3 V4
|
||||
n = 3;
|
||||
L[0] = -L[0].z * L[1] + L[1].z * L[0];
|
||||
L[2] = -L[2].z * L[1] + L[1].z * L[2];
|
||||
break;
|
||||
|
||||
case 3: // V1 V2 clip V3 V4
|
||||
n = 4;
|
||||
L[2] = -L[2].z * L[1] + L[1].z * L[2];
|
||||
L[3] = -L[3].z * L[0] + L[0].z * L[3];
|
||||
break;
|
||||
|
||||
case 4: // V3 clip V1 V2 V4
|
||||
n = 3;
|
||||
L[0] = -L[3].z * L[2] + L[2].z * L[3];
|
||||
L[1] = -L[1].z * L[2] + L[2].z * L[1];
|
||||
break;
|
||||
|
||||
case 5: // V1 V3 clip V2 V4: impossible
|
||||
break;
|
||||
|
||||
case 6: // V2 V3 clip V1 V4
|
||||
n = 4;
|
||||
L[0] = -L[0].z * L[1] + L[1].z * L[0];
|
||||
L[3] = -L[3].z * L[2] + L[2].z * L[3];
|
||||
break;
|
||||
|
||||
case 7: // V1 V2 V3 clip V4
|
||||
n = 5;
|
||||
L4 = -L[3].z * L[0] + L[0].z * L[3];
|
||||
L[3] = -L[3].z * L[2] + L[2].z * L[3];
|
||||
break;
|
||||
|
||||
case 8: // V4 clip V1 V2 V3
|
||||
n = 3;
|
||||
L[0] = -L[0].z * L[3] + L[3].z * L[0];
|
||||
L[1] = -L[2].z * L[3] + L[3].z * L[2];
|
||||
L[2] = L[3];
|
||||
break;
|
||||
|
||||
case 9: // V1 V4 clip V2 V3
|
||||
n = 4;
|
||||
L[1] = -L[1].z * L[0] + L[0].z * L[1];
|
||||
L[2] = -L[2].z * L[3] + L[3].z * L[2];
|
||||
break;
|
||||
|
||||
case 10: // V2 V4 clip V1 V3: impossible
|
||||
break;
|
||||
|
||||
case 11: // V1 V2 V4 clip V3
|
||||
n = 5;
|
||||
L[3] = -L[2].z * L[3] + L[3].z * L[2];
|
||||
L[2] = -L[2].z * L[1] + L[1].z * L[2];
|
||||
break;
|
||||
|
||||
case 12: // V3 V4 clip V1 V2
|
||||
n = 4;
|
||||
L[1] = -L[1].z * L[2] + L[2].z * L[1];
|
||||
L[0] = -L[0].z * L[3] + L[3].z * L[0];
|
||||
break;
|
||||
|
||||
case 13: // V1 V3 V4 clip V2
|
||||
n = 5;
|
||||
L[3] = L[2];
|
||||
L[2] = -L[1].z * L[2] + L[2].z * L[1];
|
||||
L[1] = -L[1].z * L[0] + L[0].z * L[1];
|
||||
break;
|
||||
|
||||
case 14: // V2 V3 V4 clip V1
|
||||
n = 5;
|
||||
L4 = -L[0].z * L[3] + L[3].z * L[0];
|
||||
L[0] = -L[0].z * L[1] + L[1].z * L[0];
|
||||
break;
|
||||
|
||||
case 15: // V1 V2 V3 V4
|
||||
n = 4;
|
||||
break;
|
||||
}
|
||||
|
||||
if (n == 0)
|
||||
return 0;
|
||||
|
||||
// normalize
|
||||
L[0] = normalize(L[0]);
|
||||
L[1] = normalize(L[1]);
|
||||
L[2] = normalize(L[2]);
|
||||
if(n == 3)
|
||||
L[3] = L[0];
|
||||
else
|
||||
{
|
||||
L[3] = normalize(L[3]);
|
||||
if (n == 4)
|
||||
L4 = L[0];
|
||||
else
|
||||
L4 = normalize(L4);
|
||||
}
|
||||
|
||||
// integrate
|
||||
half sum = 0;
|
||||
sum += IntegrateEdge(L[0], L[1]);
|
||||
sum += IntegrateEdge(L[1], L[2]);
|
||||
sum += IntegrateEdge(L[2], L[3]);
|
||||
if(n >= 4)
|
||||
sum += IntegrateEdge(L[3], L4);
|
||||
if(n == 5)
|
||||
sum += IntegrateEdge(L4, L[0]);
|
||||
|
||||
sum *= 0.15915; // 1/2pi
|
||||
|
||||
return max(0, sum);
|
||||
}
|
||||
|
||||
half TransformedPolygonRadiance(half4x3 L, half2 uv, sampler2D transformInv, half amplitude)
|
||||
{
|
||||
// Get the inverse LTC matrix M
|
||||
half3x3 Minv = 0;
|
||||
Minv._m22 = 1;
|
||||
Minv._m00_m02_m11_m20 = tex2D(transformInv, uv);
|
||||
|
||||
// Transform light vertices into diffuse configuration
|
||||
half4x3 LTransformed = mul(L, Minv);
|
||||
|
||||
// Polygon radiance in transformed configuration - specular
|
||||
return PolygonRadiance(LTransformed) * amplitude;
|
||||
}
|
||||
|
||||
half3 CalculateLight (half3 position, half3 diffColor, half3 specColor, half oneMinusRoughness, half3 N,
|
||||
half3 lightPos, half3 lightColor)
|
||||
{
|
||||
#if AREA_LIGHT_SHADOWS
|
||||
half shadow = Shadow(position);
|
||||
if (shadow == 0.0)
|
||||
return 0;
|
||||
#endif
|
||||
// TODO: larger and smaller values cause artifacts - why?
|
||||
oneMinusRoughness = clamp(oneMinusRoughness, 0.01, 0.93);
|
||||
half roughness = 1 - oneMinusRoughness;
|
||||
half3 V = normalize(_WorldSpaceCameraPos - position);
|
||||
|
||||
// Construct orthonormal basis around N, aligned with V
|
||||
half3x3 basis;
|
||||
basis[0] = normalize(V - N * dot(V, N));
|
||||
basis[1] = normalize(cross(N, basis[0]));
|
||||
basis[2] = N;
|
||||
|
||||
// Transform light vertices into that space
|
||||
half4x3 L;
|
||||
L = _LightVerts - half4x3(position, position, position, position);
|
||||
L = mul(L, transpose(basis));
|
||||
|
||||
// UVs for sampling the LUTs
|
||||
half theta = acos(dot(V, N));
|
||||
half2 uv = half2(roughness, theta/1.57);
|
||||
|
||||
half3 AmpDiffAmpSpecFresnel = tex2D(_AmpDiffAmpSpecFresnel, uv).rgb;
|
||||
|
||||
half3 result = 0;
|
||||
#if AREA_LIGHT_ENABLE_DIFFUSE
|
||||
half diffuseTerm = TransformedPolygonRadiance(L, uv, _TransformInv_Diffuse, AmpDiffAmpSpecFresnel.x);
|
||||
result = diffuseTerm * diffColor;
|
||||
#endif
|
||||
|
||||
half specularTerm = TransformedPolygonRadiance(L, uv, _TransformInv_Specular, AmpDiffAmpSpecFresnel.y);
|
||||
half fresnelTerm = specColor + (1.0 - specColor) * AmpDiffAmpSpecFresnel.z;
|
||||
result += specularTerm * fresnelTerm * UNITY_PI;
|
||||
|
||||
#if AREA_LIGHT_SHADOWS
|
||||
result *= shadow;
|
||||
#endif
|
||||
|
||||
return result * lightColor;
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fd7e771f2b4bdf14da1d4e099b8bd629
|
||||
timeCreated: 1453121090
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,110 +0,0 @@
|
||||
Shader "Hidden/AreaLight" {
|
||||
SubShader {
|
||||
Tags { "Queue"="Geometry-1" }
|
||||
|
||||
CGINCLUDE
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
#include "UnityDeferredLibrary.cginc"
|
||||
|
||||
#define AREA_LIGHT_ENABLE_DIFFUSE 1
|
||||
|
||||
#if AREA_LIGHT_SHADOWS
|
||||
#include "AreaLightShadows.cginc"
|
||||
#endif
|
||||
#include "AreaLight.cginc"
|
||||
|
||||
sampler2D _CameraGBufferTexture0;
|
||||
sampler2D _CameraGBufferTexture1;
|
||||
sampler2D _CameraGBufferTexture2;
|
||||
|
||||
void DeferredCalculateLightParams (
|
||||
unity_v2f_deferred i,
|
||||
out float3 outWorldPos,
|
||||
out float2 outUV)
|
||||
{
|
||||
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
|
||||
float2 uv = i.uv.xy / i.uv.w;
|
||||
|
||||
// read depth and reconstruct world position
|
||||
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
|
||||
depth = Linear01Depth (depth);
|
||||
float4 vpos = float4(i.ray * depth,1);
|
||||
float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
|
||||
|
||||
outWorldPos = wpos;
|
||||
outUV = uv;
|
||||
}
|
||||
|
||||
half4 CalculateLightDeferred (unity_v2f_deferred i)
|
||||
{
|
||||
float3 worldPos;
|
||||
float2 uv;
|
||||
DeferredCalculateLightParams (i, worldPos, uv);
|
||||
|
||||
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
|
||||
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
|
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half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
|
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|
||||
half3 baseColor = gbuffer0.rgb;
|
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half3 specColor = gbuffer1.rgb;
|
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half oneMinusRoughness = gbuffer1.a;
|
||||
half3 normalWorld = gbuffer2.rgb * 2 - 1;
|
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normalWorld = normalize(normalWorld);
|
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|
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return CalculateLight (worldPos, baseColor, specColor, oneMinusRoughness, normalWorld,
|
||||
_LightPos.xyz, _LightColor.xyz).rgbb;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
// shadows
|
||||
Pass
|
||||
{
|
||||
Fog { Mode Off }
|
||||
ZWrite Off
|
||||
Blend One One
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Cull Front
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ZTest Always
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex vert_deferred
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#pragma fragment frag
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#pragma exclude_renderers nomrt
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// only one option, so it will always be set and before any includes
|
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#pragma multi_compile AREA_LIGHT_SHADOWS
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fixed4 frag (unity_v2f_deferred i) : SV_Target
|
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{
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return CalculateLightDeferred(i);
|
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}
|
||||
|
||||
ENDCG
|
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}
|
||||
|
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// no shadows
|
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Pass
|
||||
{
|
||||
Fog { Mode Off }
|
||||
ZWrite Off
|
||||
Blend One One
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Cull Front
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ZTest Always
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CGPROGRAM
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#pragma vertex vert_deferred
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#pragma fragment frag
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#pragma exclude_renderers nomrt
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fixed4 frag (unity_v2f_deferred i) : SV_Target
|
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{
|
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return CalculateLightDeferred(i);
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}
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ENDCG
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}
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half _ShadowReceiverDistanceScale;
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half2 _ShadowLightWidth;
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half _ShadowBias;
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{
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{
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half shadow = 0;
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{
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half lightWidth = lerp(_ShadowLightWidth.x, _ShadowLightWidth.y, min(1.0, dist));
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const half2 offset = poisson[i] * lightWidth;
|
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struct Input {
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|
||||
void ApplyFog(Input IN, SurfaceOutputStandard o, inout fixed4 color)
|
||||
{
|
||||
#if VOLUMETRIC_FOG
|
||||
half3 uvscreen = IN.screenPos.xyz/IN.screenPos.w;
|
||||
half linear01Depth = Linear01Depth(uvscreen.z);
|
||||
fixed4 fog = Fog(linear01Depth, uvscreen.xy);
|
||||
|
||||
// Always apply fog attenuation - also in the forward add pass.
|
||||
color.rgb *= fog.a;
|
||||
|
||||
// Alpha premultiply mode (used with alpha and Standard lighting function, or explicitly alpha:premul)
|
||||
// uses source blend factor of One instead of SrcAlpha. `color` is compensated for it, so we need to compensate
|
||||
// the amount of inscattering too. A note on why this works: below.
|
||||
#if _ALPHAPREMULTIPLY_ON
|
||||
fog.rgb *= o.Alpha;
|
||||
#endif
|
||||
|
||||
// Add inscattering only once, so in forward base, but not forward add.
|
||||
#ifndef UNITY_PASS_FORWARDADD
|
||||
color.rgb += fog.rgb;
|
||||
#endif
|
||||
|
||||
// So why does multiplying the inscattered light by alpha work?
|
||||
// In other words: how did fog ever work, if opaque objects add all of the inscattered light
|
||||
// between them and the camera, and then the transparencies add even more?
|
||||
//
|
||||
// This is our scene initially:
|
||||
// scene |---is0---------------------------------------> camera
|
||||
//
|
||||
// And that's with the transparent object added in between the opaque stuff and the camera:
|
||||
// scene |---is1---> transparent |---is2---------------> camera
|
||||
//
|
||||
// When rendering, we start with the opaque part of the scene and add all the light inscattered between that and the camera: is0.
|
||||
// Then we add the transparent object. It does two things (let's consider the alpha premultiply version):
|
||||
// - Dims whatever was behind it (including is0) by OneMinusSrcAlpha
|
||||
// - Adds light inscattered in front of it (is2), multiplied by Alpha
|
||||
//
|
||||
// So all in all we end up with this much inscattered light:
|
||||
// is0 * OneMinusSrcAlpha + is2 * Alpha
|
||||
//
|
||||
// Judging by the diagram, though, the correct amount should be:
|
||||
// is1 * OneMinusSrcAlpha + is2
|
||||
//
|
||||
// Turns out the two expressions are equal - who would've thunk?
|
||||
// is1 = is0 - is2
|
||||
// (is0 - is2) * OneMinusSrcAlpha + is2
|
||||
// is0 * OneMinusSrcAlpha - is2 * (1 - Alpha) + is2
|
||||
// is0 * OneMinusSrcAlpha - is2 + is2 * Alpha + is2
|
||||
// is0 * OneMinusSrcAlpha + is2 * Alpha
|
||||
|
||||
// I leave figuring out if the fog attenuation is correct as an exercise to the reader ;)
|
||||
#endif
|
||||
}
|
||||
|
||||
half _Glossiness;
|
||||
half _Metallic;
|
||||
fixed4 _Color;
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputStandard o)
|
||||
{
|
||||
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
|
||||
o.Albedo = c.rgb;
|
||||
o.Metallic = _Metallic;
|
||||
o.Smoothness = _Glossiness;
|
||||
o.Alpha = c.a;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
FallBack "Standard"
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||||
}
|
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defaultTextures: []
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assetBundleName:
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assetBundleVariant:
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second: 0.5
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second: 0
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second: 1
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- first:
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name: _DstBlend
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second: 0
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- first:
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name: _GlossMapScale
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second: 1
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- first:
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||||
name: _Glossiness
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second: 0.633
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- first:
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name: _GlossyReflections
|
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second: 1
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- first:
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name: _LightProbeScale
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second: 1
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- first:
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name: _MetaDiffuseScale
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second: 1
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- first:
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name: _MetaEmissionScale
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second: 1
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- first:
|
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name: _MetaMetallicSoup
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second: 1
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- first:
|
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name: _MetaSpecularScale
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second: 1
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- first:
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name: _MetaUseCustom
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second: 0
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name: _Metallic
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second: 0
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name: _Mode
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second: 0
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- first:
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name: _OcclusionStrength
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second: 1
|
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- first:
|
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name: _Parallax
|
||||
second: 0.02
|
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- first:
|
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name: _ReflectionProbeBoost
|
||||
second: 1
|
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- first:
|
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name: _SmoothnessTextureChannel
|
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second: 0
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name: _SpecularHighlights
|
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second: 1
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- first:
|
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name: _SrcBlend
|
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second: 1
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name: _Translucency
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second: 0
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name: _UVDetailMask
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second: 0
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name: _UVSec
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second: 0
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name: _VertexOcclusionPower
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second: 1
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|
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name: _ZWrite
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second: 1
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m_Colors:
|
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|
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name: _Color
|
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second: {r: 0.16176468, g: 0.16176468, b: 0.16176468, a: 1}
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|
||||
name: _EmissionColor
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second: {r: 0, g: 0, b: 0, a: 1}
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name: _MetaDiffuseAdd
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second: {r: 0, g: 0, b: 0, a: 1}
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|
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name: _MetaDiffuseTint
|
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second: {r: 1, g: 1, b: 1, a: 1}
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|
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name: _MetaEmissionAdd
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||||
second: {r: 0, g: 0, b: 0, a: 1}
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|
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name: _MetaEmissionTint
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second: {r: 1, g: 1, b: 1, a: 1}
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|
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name: _MetaSpecularAdd
|
||||
second: {r: 0, g: 0, b: 0, a: 1}
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|
||||
name: _MetaSpecularTint
|
||||
second: {r: 1, g: 1, b: 1, a: 1}
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||||
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|
||||
name: _SpecColor
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fileFormatVersion: 2
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guid: 7af1fbf5b0c3fc34e929a665f1822f98
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folderAsset: yes
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timeCreated: 1476957694
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licenseType: Pro
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userData:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 95f79d7423b1c4239ba221be74ca9134
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folderAsset: yes
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timeCreated: 1446582841
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licenseType: Pro
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DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,62 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.AnimatedValues;
|
||||
|
||||
[CustomEditor(typeof(TubeLight))]
|
||||
[CanEditMultipleObjects]
|
||||
public class TubeLightEditor : Editor {
|
||||
|
||||
AnimFloat m_ShowInfo;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
m_ShowInfo = new AnimFloat(0);
|
||||
m_ShowInfo.valueChanged.AddListener(Repaint);
|
||||
m_ShowInfo.speed = 0.5f;
|
||||
}
|
||||
|
||||
override public void OnInspectorGUI()
|
||||
{
|
||||
DrawDefaultInspector();
|
||||
|
||||
if (targets.Length > 1)
|
||||
return;
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if(GUILayout.Button("Add a shadow plane"))
|
||||
m_ShowInfo.value = AddShadowPlane() ? 0 : 100;
|
||||
|
||||
foreach (TubeLightShadowPlane shadowPlane in ((TubeLight)target).m_ShadowPlanes)
|
||||
if (shadowPlane != null)
|
||||
EditorGUILayout.ObjectField("Shadow Plane", shadowPlane, typeof(TubeLightShadowPlane), !EditorUtility.IsPersistent(target));
|
||||
|
||||
m_ShowInfo.target = 0;
|
||||
if (EditorGUILayout.BeginFadeGroup(Mathf.Min(1.0f, m_ShowInfo.value)))
|
||||
EditorGUILayout.HelpBox("Limit of " + TubeLight.maxPlanes + " planes reached. Delete an existing one.", MessageType.Info);
|
||||
EditorGUILayout.EndFadeGroup();
|
||||
}
|
||||
|
||||
bool AddShadowPlane()
|
||||
{
|
||||
TubeLight tubeLight = (TubeLight)target;
|
||||
|
||||
int i = 0;
|
||||
for (; i < TubeLight.maxPlanes; i++)
|
||||
{
|
||||
if (tubeLight.m_ShadowPlanes[i] != null)
|
||||
continue;
|
||||
|
||||
GameObject go = new GameObject("Shadow Plane");
|
||||
TubeLightShadowPlane shadowPlane = go.AddComponent<TubeLightShadowPlane>();
|
||||
|
||||
go.transform.position = tubeLight.transform.position + go.transform.forward;
|
||||
go.transform.parent = tubeLight.transform;
|
||||
tubeLight.m_ShadowPlanes[i] = shadowPlane;
|
||||
EditorUtility.SetDirty (tubeLight);
|
||||
break;
|
||||
}
|
||||
|
||||
return i < TubeLight.maxPlanes;
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
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guid: 00a6ee99a4a9a44879507a5c4077d7a0
|
||||
timeCreated: 1446582855
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa6f2ae72d2fc9643afe34db34a35a28
|
||||
folderAsset: yes
|
||||
timeCreated: 1477748611
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,327 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using System.Collections.Generic;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
public class TubeLight : MonoBehaviour
|
||||
{
|
||||
public float m_Intensity = 0.8f;
|
||||
public Color m_Color = Color.white;
|
||||
public float m_Range = 10.0f;
|
||||
public float m_Radius = 0.3f;
|
||||
public float m_Length = 0.0f;
|
||||
|
||||
[HideInInspector]
|
||||
public Mesh m_Sphere;
|
||||
[HideInInspector]
|
||||
public Mesh m_Capsule;
|
||||
[HideInInspector]
|
||||
public Shader m_ProxyShader;
|
||||
Material m_ProxyMaterial;
|
||||
|
||||
public bool m_RenderSource = false;
|
||||
Renderer m_SourceRenderer;
|
||||
Transform m_SourceTransform;
|
||||
Mesh m_SourceMesh;
|
||||
float m_LastLength = -1;
|
||||
|
||||
public const int maxPlanes = 2;
|
||||
[HideInInspector]
|
||||
public TubeLightShadowPlane[] m_ShadowPlanes = new TubeLightShadowPlane[maxPlanes];
|
||||
|
||||
bool m_Initialized = false;
|
||||
MaterialPropertyBlock m_props;
|
||||
|
||||
const float kMinRadius = 0.001f;
|
||||
bool renderSource {get{return m_RenderSource && m_Radius >= kMinRadius;}}
|
||||
|
||||
Dictionary<Camera, CommandBuffer> m_Cameras = new Dictionary<Camera, CommandBuffer>();
|
||||
static CameraEvent kCameraEvent = CameraEvent.AfterLighting;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if(!Init())
|
||||
return;
|
||||
UpdateMeshesAndBounds();
|
||||
}
|
||||
|
||||
bool Init()
|
||||
{
|
||||
if (m_Initialized)
|
||||
return true;
|
||||
|
||||
// Sometimes on editor startup (especially after project upgrade?), Init() gets called
|
||||
// while m_ProxyShader, m_Sphere or m_Capsule is still null/hasn't loaded.
|
||||
if (m_ProxyShader == null || m_Sphere == null || m_Capsule == null)
|
||||
return false;
|
||||
|
||||
// Proxy
|
||||
m_ProxyMaterial = new Material(m_ProxyShader);
|
||||
m_ProxyMaterial.hideFlags = HideFlags.HideAndDontSave;
|
||||
|
||||
// Source
|
||||
m_SourceMesh = Instantiate<Mesh>(m_Capsule);
|
||||
m_SourceMesh.hideFlags = HideFlags.HideAndDontSave;
|
||||
|
||||
// Can't create the MeshFilter here, since for some reason the DontSave flag has
|
||||
// no effect on it. Has to be added to the prefab instead.
|
||||
//m_SourceMeshFilter = gameObject.AddComponent<MeshFilter>();
|
||||
MeshFilter mfs = gameObject.GetComponent<MeshFilter>();
|
||||
// Hmm, causes trouble
|
||||
// mfs.hideFlags = HideFlags.HideInInspector;
|
||||
mfs.sharedMesh = m_SourceMesh;
|
||||
|
||||
// A similar problem here.
|
||||
// m_SourceRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
m_SourceRenderer = gameObject.GetComponent<MeshRenderer>();
|
||||
m_SourceRenderer.enabled = true;
|
||||
|
||||
// We want it to be pickable in the scene view, so no HideAndDontSave
|
||||
// Hmm, causes trouble
|
||||
// m_SourceRenderer.hideFlags = HideFlags.DontSave | HideFlags.HideInInspector;
|
||||
|
||||
m_SourceTransform = transform;
|
||||
|
||||
m_Initialized = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if(m_props == null)
|
||||
m_props = new MaterialPropertyBlock();
|
||||
|
||||
if(!Init())
|
||||
return;
|
||||
UpdateMeshesAndBounds();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if(!Application.isPlaying)
|
||||
Cleanup();
|
||||
else
|
||||
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
|
||||
if(e.Current.Value != null)
|
||||
e.Current.Value.Clear();
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (m_ProxyMaterial != null)
|
||||
DestroyImmediate(m_ProxyMaterial);
|
||||
if (m_SourceMesh != null)
|
||||
DestroyImmediate(m_SourceMesh);
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
void Cleanup()
|
||||
{
|
||||
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
|
||||
{
|
||||
var cam = e.Current;
|
||||
if(cam.Key != null && cam.Value != null)
|
||||
cam.Key.RemoveCommandBuffer (kCameraEvent, cam.Value);
|
||||
}
|
||||
m_Cameras.Clear();
|
||||
}
|
||||
|
||||
void UpdateMeshesAndBounds()
|
||||
{
|
||||
// Sanitize
|
||||
m_Range = Mathf.Max(m_Range, 0);
|
||||
m_Radius = Mathf.Max(m_Radius, 0);
|
||||
m_Length = Mathf.Max(m_Length, 0);
|
||||
m_Intensity = Mathf.Max(m_Intensity, 0);
|
||||
|
||||
Vector3 sourceSize = renderSource ? Vector3.one * m_Radius * 2.0f : Vector3.one;
|
||||
if (m_SourceTransform.localScale != sourceSize || m_Length != m_LastLength)
|
||||
{
|
||||
m_LastLength = m_Length;
|
||||
|
||||
Vector3[] vertices = m_Capsule.vertices;
|
||||
for (int i = 0; i < vertices.Length; i++)
|
||||
{
|
||||
if (renderSource)
|
||||
vertices[i].y += Mathf.Sign(vertices[i].y) * (- 0.5f + 0.25f * m_Length / m_Radius);
|
||||
else
|
||||
vertices[i] = Vector3.one * 0.0001f;
|
||||
}
|
||||
|
||||
m_SourceMesh.vertices = vertices;
|
||||
}
|
||||
|
||||
m_SourceTransform.localScale = sourceSize;
|
||||
|
||||
float range = m_Range + m_Radius;
|
||||
|
||||
// TODO: lazy for now, should draw a tight capsule
|
||||
range += 0.5f * m_Length;
|
||||
range *= 1.02f;
|
||||
|
||||
range /= m_Radius;
|
||||
|
||||
m_SourceMesh.bounds = new Bounds(Vector3.zero, Vector3.one * range);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(!Init())
|
||||
return;
|
||||
|
||||
UpdateMeshesAndBounds();
|
||||
|
||||
if(Application.isPlaying)
|
||||
for(var e = m_Cameras.GetEnumerator(); e.MoveNext();)
|
||||
if(e.Current.Value != null)
|
||||
e.Current.Value.Clear();
|
||||
}
|
||||
|
||||
Color GetColor()
|
||||
{
|
||||
if (QualitySettings.activeColorSpace == ColorSpace.Gamma)
|
||||
return m_Color * m_Intensity;
|
||||
|
||||
return new Color(
|
||||
Mathf.GammaToLinearSpace(m_Color.r * m_Intensity),
|
||||
Mathf.GammaToLinearSpace(m_Color.g * m_Intensity),
|
||||
Mathf.GammaToLinearSpace(m_Color.b * m_Intensity),
|
||||
1.0f
|
||||
);
|
||||
}
|
||||
|
||||
void OnWillRenderObject()
|
||||
{
|
||||
if(InsideShadowmapCameraRender())
|
||||
return;
|
||||
|
||||
if(!Init())
|
||||
return;
|
||||
|
||||
// TODO: This is just a very rough guess. Need to properly calculate the surface emission
|
||||
// intensity based on light's intensity.
|
||||
m_props.SetVector("_EmissionColor", m_Color * Mathf.Sqrt(m_Intensity) * 2.0f);
|
||||
m_SourceRenderer.SetPropertyBlock(m_props);
|
||||
|
||||
SetUpCommandBuffer();
|
||||
}
|
||||
|
||||
void SetUpCommandBuffer()
|
||||
{
|
||||
Camera cam = Camera.current;
|
||||
CommandBuffer buf = null;
|
||||
if (!m_Cameras.ContainsKey(cam))
|
||||
{
|
||||
buf = new CommandBuffer();
|
||||
buf.name = gameObject.name;
|
||||
m_Cameras[cam] = buf;
|
||||
cam.AddCommandBuffer(kCameraEvent, buf);
|
||||
cam.depthTextureMode |= DepthTextureMode.Depth;
|
||||
}
|
||||
else
|
||||
{
|
||||
buf = m_Cameras[cam];
|
||||
buf.Clear();
|
||||
}
|
||||
|
||||
Transform t = transform;
|
||||
Vector3 lightAxis = t.up;
|
||||
Vector3 lightPos = t.position - 0.5f * lightAxis * m_Length;
|
||||
buf.SetGlobalVector("_LightPos", new Vector4(lightPos.x, lightPos.y, lightPos.z, 1.0f/(m_Range*m_Range)));
|
||||
buf.SetGlobalVector("_LightAxis", new Vector4(lightAxis.x, lightAxis.y, lightAxis.z, 0.0f));
|
||||
buf.SetGlobalFloat("_LightAsQuad", 0);
|
||||
buf.SetGlobalFloat("_LightRadius", m_Radius);
|
||||
buf.SetGlobalFloat("_LightLength", m_Length);
|
||||
buf.SetGlobalVector("_LightColor", GetColor());
|
||||
|
||||
SetShadowPlaneVectors(buf);
|
||||
|
||||
float range = m_Range + m_Radius;
|
||||
// TODO: lazy for now, should draw a tight capsule
|
||||
range += 0.5f * m_Length;
|
||||
range *= 1.02f;
|
||||
range /= m_Radius;
|
||||
|
||||
Matrix4x4 m = Matrix4x4.Scale(Vector3.one * range);
|
||||
buf.DrawMesh(m_Sphere, t.localToWorldMatrix * m, m_ProxyMaterial, 0, 0);
|
||||
}
|
||||
|
||||
public TubeLightShadowPlane.Params[] GetShadowPlaneParams(ref TubeLightShadowPlane.Params[] p)
|
||||
{
|
||||
if (p == null || p.Length != maxPlanes)
|
||||
p = new TubeLightShadowPlane.Params[maxPlanes];
|
||||
for(int i = 0; i < maxPlanes; i++)
|
||||
{
|
||||
TubeLightShadowPlane sp = m_ShadowPlanes[i];
|
||||
p[i].plane = sp == null ? new Vector4(0, 0, 0, 1) : sp.GetShadowPlaneVector();
|
||||
p[i].feather = sp == null ? 1 : sp.feather;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
TubeLightShadowPlane.Params[] sppArr = new TubeLightShadowPlane.Params[maxPlanes];
|
||||
|
||||
void SetShadowPlaneVectors(CommandBuffer buf)
|
||||
{
|
||||
var p = GetShadowPlaneParams(ref sppArr);
|
||||
|
||||
for (int i = 0, n = p.Length; i < n; ++i)
|
||||
{
|
||||
var spp = p[i];
|
||||
if(i == 0) {
|
||||
buf.SetGlobalVector("_ShadowPlane0", spp.plane);
|
||||
buf.SetGlobalFloat("_ShadowPlaneFeather0", spp.feather);
|
||||
} else if(i == 1) {
|
||||
buf.SetGlobalVector("_ShadowPlane1", spp.plane);
|
||||
buf.SetGlobalFloat("_ShadowPlaneFeather1", spp.feather);
|
||||
} else {
|
||||
buf.SetGlobalVector("_ShadowPlane" + i, spp.plane);
|
||||
buf.SetGlobalFloat("_ShadowPlaneFeather" + i, spp.feather);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (m_SourceTransform == null)
|
||||
return;
|
||||
|
||||
Gizmos.color = Color.white;
|
||||
// Skip the scale
|
||||
Matrix4x4 m = new Matrix4x4();
|
||||
m.SetTRS(m_SourceTransform.position, m_SourceTransform.rotation, Vector3.one);
|
||||
Gizmos.matrix = m;
|
||||
|
||||
Gizmos.DrawWireSphere(Vector3.zero, m_Radius + m_Range + 0.5f * m_Length);
|
||||
|
||||
Vector3 start = 0.5f * Vector3.up * m_Length;
|
||||
Gizmos.DrawWireSphere(start, m_Radius);
|
||||
|
||||
if (m_Length == 0.0f)
|
||||
return;
|
||||
|
||||
Vector3 end = - 0.5f * Vector3.up * m_Length;
|
||||
Gizmos.DrawWireSphere(end, m_Radius);
|
||||
|
||||
Vector3 r = Vector3.forward * m_Radius;
|
||||
Gizmos.DrawLine(start + r, end + r);
|
||||
Gizmos.DrawLine(start - r, end - r);
|
||||
|
||||
r = Vector3.right * m_Radius;
|
||||
Gizmos.DrawLine(start + r, end + r);
|
||||
Gizmos.DrawLine(start - r, end - r);
|
||||
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
// TODO: Looks like this changed the name. Find a more robust way to use the icon.
|
||||
// Gizmos.DrawIcon(transform.position, "PointLight Gizmo_MIP0.png", true);
|
||||
}
|
||||
|
||||
bool InsideShadowmapCameraRender()
|
||||
{
|
||||
RenderTexture target = Camera.current.targetTexture;
|
||||
return target != null && target.format == RenderTextureFormat.Shadowmap;
|
||||
}
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a3b99ed98424ea4587ec18d930a1d77
|
||||
timeCreated: 1444638222
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_Sphere: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0}
|
||||
- m_Capsule: {fileID: 10208, guid: 0000000000000000e000000000000000, type: 0}
|
||||
- m_ProxyShader: {fileID: 4800000, guid: 2e6fd90941a3e3c458d01f851dca21ed, type: 3}
|
||||
- m_SourceShader: {fileID: 10755, guid: 0000000000000000f000000000000000, type: 0}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,32 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class TubeLightShadowPlane : MonoBehaviour
|
||||
{
|
||||
[MinValue(0)]
|
||||
public float m_Feather = 1.0f;
|
||||
|
||||
public float feather {get{ return m_Feather * 0.1f;}}
|
||||
|
||||
public Vector4 GetShadowPlaneVector()
|
||||
{
|
||||
Transform t = transform;
|
||||
Vector3 v = t.forward;
|
||||
float d = Vector3.Dot(t.position, v);
|
||||
return new Vector4(v.x, v.y, v.z, d);
|
||||
}
|
||||
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
Matrix4x4 m = Matrix4x4.zero;
|
||||
Transform t = transform;
|
||||
m.SetTRS(t.position, t.rotation, new Vector3(1, 1, 0));
|
||||
Gizmos.matrix = m;
|
||||
Gizmos.DrawWireSphere(Vector3.zero, 1);
|
||||
}
|
||||
|
||||
public struct Params
|
||||
{
|
||||
public Vector4 plane;
|
||||
public float feather;
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66d8e50a047abb54aa901236f0ed84d2
|
||||
timeCreated: 1446129202
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b041de53e70b28e4fb9256c930c13615
|
||||
folderAsset: yes
|
||||
timeCreated: 1477749221
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,189 +0,0 @@
|
||||
// Based on 'Real Shading in Unreal Engine 4'
|
||||
// http://blog.selfshadow.com/publications/s2013-shading-course/#course_content
|
||||
|
||||
#include "TubeLightAttenuation.cginc"
|
||||
|
||||
#ifndef SHADOW_PLANES
|
||||
#define SHADOW_PLANES 1
|
||||
#endif
|
||||
|
||||
#if SHADOW_PLANES
|
||||
#include "TubeLightShadowPlanes.cginc"
|
||||
#endif
|
||||
|
||||
#define SHARP_EDGE_FIX 1
|
||||
|
||||
void SphereLightToPointLight(float3 pos, float3 lightPos, float3 eyeVec, half3 normal, float sphereRad, half rangeSqInv, inout UnityLight light, out half lightDist)
|
||||
{
|
||||
half3 viewDir = -eyeVec;
|
||||
half3 r = reflect (viewDir, normal);
|
||||
|
||||
float3 L = lightPos - pos;
|
||||
float3 centerToRay = dot (L, r) * r - L;
|
||||
float3 closestPoint = L + centerToRay * saturate(sphereRad / length(centerToRay));
|
||||
|
||||
lightDist = length(closestPoint);
|
||||
light.dir = closestPoint / lightDist;
|
||||
|
||||
half distLSq = dot(L, L);
|
||||
light.ndotl = saturate(dot(normal, L/sqrt(distLSq)));
|
||||
|
||||
float distNorm = distLSq * rangeSqInv;
|
||||
float atten = AttenuationToZero(distNorm);
|
||||
light.color *= atten;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
half3 N = normal;
|
||||
float3 L0 = tubeStart - pos;
|
||||
float3 L1 = tubeEnd - pos;
|
||||
float L0dotL0 = dot(L0, L0);
|
||||
float distL0 = sqrt(L0dotL0);
|
||||
float distL1 = length(L1);
|
||||
|
||||
float NdotL0 = dot(L0, N) / (2.0 * distL0);
|
||||
float NdotL1 = dot(L1, N) / (2.0 * distL1);
|
||||
outNdotL = saturate(NdotL0 + NdotL1);
|
||||
|
||||
float3 Ldir = L1 - L0;
|
||||
float RepdotL0 = dot(representativeDir, L0);
|
||||
float RepdotLdir = dot(representativeDir, Ldir);
|
||||
float L0dotLdir = dot(L0, Ldir);
|
||||
float LdirdotLdir = dot(Ldir, Ldir);
|
||||
float distLdir = sqrt(LdirdotLdir);
|
||||
|
||||
#if SHARP_EDGE_FIX
|
||||
// There's a very visible discontinuity if we just take the closest distance to ray,
|
||||
// as the original paper suggests. This is an attempt to fix it, but it gets slightly more expensive and
|
||||
// has its own artifact, although this time at least C0 smooth.
|
||||
|
||||
// Smallest angle to ray
|
||||
float t = (L0dotLdir * RepdotL0 - L0dotL0 * RepdotLdir) / (L0dotLdir * RepdotLdir - LdirdotLdir * RepdotL0);
|
||||
t = saturate(t);
|
||||
|
||||
// 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.
|
||||
// Counteract by detecting that relative angle/position and flip t. The discontinuity in t moves to the back side.
|
||||
float3 L0xLdir = cross(L0, Ldir);
|
||||
float3 LdirxR = cross(Ldir, representativeDir);
|
||||
float RepAtLdir = dot(L0xLdir, LdirxR);
|
||||
|
||||
// RepAtLdir is negative if R points away from Ldir.
|
||||
// TODO: check if lerp below is indeed cheaper.
|
||||
// if (RepAtLdir < 0)
|
||||
// t = 1 - t;
|
||||
t = lerp(1 - t, t, step(0, RepAtLdir));
|
||||
|
||||
#else
|
||||
// Original by Karis
|
||||
// Closest distance to ray
|
||||
float t = (RepdotL0 * RepdotLdir - L0dotLdir) / (distLdir * distLdir - RepdotLdir * RepdotLdir);
|
||||
t = saturate(t);
|
||||
|
||||
#endif
|
||||
|
||||
float3 closestPoint = L0 + Ldir * t;
|
||||
float3 centerToRay = dot(closestPoint, representativeDir) * representativeDir - closestPoint;
|
||||
|
||||
closestPoint = closestPoint + centerToRay * saturate(tubeRad / length(centerToRay));
|
||||
|
||||
outLightDist = length(closestPoint);
|
||||
outLightDir = closestPoint / outLightDist;
|
||||
|
||||
float distNorm = 0.5f * (distL0 * distL1 + dot(L0, L1)) * rangeSqInv;
|
||||
outLightColor = lightColor * AttenuationToZero(distNorm);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
half3 viewDir = -eyeVec;
|
||||
half3 representativeDir = reflect (viewDir, normal);
|
||||
|
||||
TubeLightToPointLight(pos, tubeStart, tubeEnd, normal, tubeRad, rangeSqInv, representativeDir, lightColor, outLightColor, outLightDir, outNdotL, outLightDist);
|
||||
}
|
||||
|
||||
inline half GGXTerm_Area (half NdotH, half roughness, half lightDist, half lightRadius)
|
||||
{
|
||||
half a = roughness * roughness;
|
||||
half a2 = a * a;
|
||||
half d = NdotH * NdotH * (a2 - 1.f) + 1.f;
|
||||
d = max(d, 0.000001);
|
||||
|
||||
half aP = saturate( lightRadius / (lightDist*2.0) + a);
|
||||
half aP2 = aP * aP;
|
||||
|
||||
return a2 * a2 / (UNITY_PI * d * d * aP2);
|
||||
}
|
||||
|
||||
half4 BRDF1_Unity_PBS_Area (half3 diffColor, half3 specColor, half oneMinusReflectivity, half oneMinusRoughness,
|
||||
half3 normal, half3 viewDir,
|
||||
UnityLight light, UnityIndirect gi, half lightDist, half lightRadius)
|
||||
{
|
||||
half roughness = 1-oneMinusRoughness;
|
||||
half3 halfDir = Unity_SafeNormalize (light.dir + viewDir);
|
||||
|
||||
half nl = light.ndotl;
|
||||
half nh = BlinnTerm (normal, halfDir);
|
||||
half nv = DotClamped (normal, viewDir);
|
||||
half lv = DotClamped (light.dir, viewDir);
|
||||
half lh = DotClamped (light.dir, halfDir);
|
||||
|
||||
half V = SmithGGXVisibilityTerm (nl, nv, roughness);
|
||||
half D = GGXTerm_Area (nh, roughness, lightDist, lightRadius);
|
||||
|
||||
half nlPow5 = Pow5 (1-nl);
|
||||
half nvPow5 = Pow5 (1-nv);
|
||||
half Fd90 = 0.5 + 2 * lh * lh * roughness;
|
||||
half disneyDiffuse = (1 + (Fd90-1) * nlPow5) * (1 + (Fd90-1) * nvPow5);
|
||||
|
||||
// HACK: theoretically we should divide by Pi diffuseTerm and not multiply specularTerm!
|
||||
// BUT 1) that will make shader look significantly darker than Legacy ones
|
||||
// and 2) on engine side "Non-important" lights have to be divided by Pi to in cases when they are injected into ambient SH
|
||||
// NOTE: multiplication by Pi is part of single constant together with 1/4 now
|
||||
|
||||
half specularTerm = (V * D) * (UNITY_PI/4); // Torrance-Sparrow model, Fresnel is applied later (for optimization reasons)
|
||||
if (IsGammaSpace())
|
||||
specularTerm = sqrt(max(1e-4h, specularTerm));
|
||||
specularTerm = max(0, specularTerm * nl);
|
||||
half diffuseTerm = disneyDiffuse * nl;
|
||||
|
||||
half grazingTerm = saturate(oneMinusRoughness + (1-oneMinusReflectivity));
|
||||
half3 color = diffColor * (gi.diffuse + light.color * diffuseTerm)
|
||||
+ specularTerm * light.color * FresnelTerm (specColor, lh)
|
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+ gi.specular * FresnelLerp (specColor, grazingTerm, nv);
|
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|
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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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|
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float3 eyeVec = normalize(worldPos - _WorldSpaceCameraPos);
|
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half lightDist = 0;
|
||||
|
||||
#if 0
|
||||
// Can't use a keyword, because no keywords in material property blocks.
|
||||
// TODO: is it worth the dynamic branch?
|
||||
if (sphereLight)
|
||||
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
|
||||
|
||||
half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
|
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|
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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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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,
|
||||
out float3 outWorldPos,
|
||||
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;
|
||||
|
||||
// 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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|
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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;
|
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float2 uv;
|
||||
DeferredCalculateLightParams (i, worldPos, uv);
|
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|
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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;
|
||||
half3 normalWorld = gbuffer2.rgb * 2 - 1;
|
||||
normalWorld = normalize(normalWorld);
|
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|
||||
return CalculateLight (worldPos, uv, baseColor, specColor, oneMinusRoughness, normalWorld,
|
||||
_LightPos.xyz, _LightPos.xyz + _LightAxis.xyz * _LightLength, _LightColor.xyz, _LightRadius, _LightPos.w);
|
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}
|
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ENDCG
|
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|
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Pass {
|
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Fog { Mode Off }
|
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ZWrite Off
|
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Blend One One
|
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Cull Front
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ZTest Always
|
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|
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CGPROGRAM
|
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#pragma target 3.0
|
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#pragma vertex vert_deferred
|
||||
#pragma fragment frag
|
||||
#pragma exclude_renderers nomrt
|
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|
||||
fixed4 frag (unity_v2f_deferred i) : SV_Target
|
||||
{
|
||||
half4 light = CalculateLightDeferred(i);
|
||||
// TODO: squash those NaNs at their source
|
||||
return isnan(light) ? 0 : light;
|
||||
}
|
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|
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ENDCG
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}
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}
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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
|
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atten = (atten - kCutoff) / (1.f - kCutoff);
|
||||
if (d >= 1.f)
|
||||
atten = 0.f;
|
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return atten;
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}
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half ShadowPlane(half3 worldPos, half4 plane, half feather)
|
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{
|
||||
half x = plane.w - dot(worldPos, plane.xyz);
|
||||
// Compiler bug workaround
|
||||
x += 0.0001;
|
||||
return smoothstep(-feather, feather, x);
|
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}
|
||||
|
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float4 _ShadowPlane0;
|
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float _ShadowPlaneFeather0;
|
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float4 _ShadowPlane1;
|
||||
float _ShadowPlaneFeather1;
|
||||
|
||||
half ShadowPlanes(half3 worldPos)
|
||||
{
|
||||
half att = 1;
|
||||
att *= ShadowPlane(worldPos, _ShadowPlane0, _ShadowPlaneFeather0);
|
||||
att *= ShadowPlane(worldPos, _ShadowPlane1, _ShadowPlaneFeather1);
|
||||
return att;
|
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}
|
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struct TubeLightShadowPlane
|
||||
{
|
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float4 plane0;
|
||||
float4 plane1;
|
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float feather0;
|
||||
float feather1;
|
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float padding0;
|
||||
float padding1;
|
||||
};
|
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|
||||
half ShadowPlanes(half3 worldPos, TubeLightShadowPlane params)
|
||||
{
|
||||
half att = 1;
|
||||
att *= ShadowPlane(worldPos, params.plane0, params.feather0);
|
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att *= ShadowPlane(worldPos, params.plane1, params.feather1);
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Loading…
Reference in New Issue
Block a user