mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-25 00:55:48 +01:00
Reduced project complexity
- Removed area lights - Removed tube lights - Removed samples
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@ -1,143 +0,0 @@
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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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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 = new Material(m_ProxyShader);
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m_ProxyMaterial.hideFlags = HideFlags.HideAndDontSave;
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return true;
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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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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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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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{
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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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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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RenderTexture.ReleaseTemporary(rt);
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rt = null;
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}
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Color GetColor()
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{
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if (QualitySettings.activeColorSpace == ColorSpace.Gamma)
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return m_Color * m_Intensity;
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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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}
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|
@ -1,12 +0,0 @@
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fileFormatVersion: 2
|
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guid: f166f8247b9668b45bd44bb7d17f3e1d
|
|
||||||
timeCreated: 1453074905
|
|
||||||
licenseType: Pro
|
|
||||||
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}
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userData:
|
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assetBundleName:
|
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||||||
assetBundleVariant:
|
|
@ -1,303 +0,0 @@
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|||||||
using UnityEngine;
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using UnityEngine.Rendering;
|
|
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|
|
||||||
public partial class AreaLight : MonoBehaviour
|
|
||||||
{
|
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||||||
Camera m_ShadowmapCamera;
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||||||
Transform m_ShadowmapCameraTransform;
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|
|
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[HideInInspector]
|
|
||||||
public Shader m_ShadowmapShader;
|
|
||||||
[HideInInspector]
|
|
||||||
public Shader m_BlurShadowmapShader;
|
|
||||||
Material m_BlurShadowmapMaterial;
|
|
||||||
RenderTexture m_Shadowmap = null;
|
|
||||||
RenderTexture m_BlurredShadowmap = null;
|
|
||||||
Texture2D m_ShadowmapDummy = null;
|
|
||||||
|
|
||||||
int m_ShadowmapRenderTime = -1;
|
|
||||||
int m_BlurredShadowmapRenderTime = -1;
|
|
||||||
FogLight m_FogLight = null;
|
|
||||||
|
|
||||||
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
|
|
||||||
defaultReferences:
|
|
||||||
- m_Cube: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0}
|
|
||||||
- m_ProxyShader: {fileID: 4800000, guid: 2b28be3523d190a41910088d1ee68ef7, type: 3}
|
|
||||||
- m_Quad: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
|
|
||||||
- m_ShadowmapShader: {fileID: 4800000, guid: 2c4cd42b134f7864fa579350e9cf6896, type: 3}
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
File diff suppressed because it is too large
Load Diff
@ -1,12 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9cbf86f9b2114924a91acc43796a307b
|
|
||||||
timeCreated: 1454419446
|
|
||||||
licenseType: Pro
|
|
||||||
MonoImporter:
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
File diff suppressed because it is too large
Load Diff
@ -1,12 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2b0041ac2ad0ef8459f7565f64f4d731
|
|
||||||
timeCreated: 1453066169
|
|
||||||
licenseType: Pro
|
|
||||||
MonoImporter:
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
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);
|
|
||||||
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
|
|
||||||
|
|
||||||
half3 baseColor = gbuffer0.rgb;
|
|
||||||
half3 specColor = gbuffer1.rgb;
|
|
||||||
half oneMinusRoughness = gbuffer1.a;
|
|
||||||
half3 normalWorld = gbuffer2.rgb * 2 - 1;
|
|
||||||
normalWorld = normalize(normalWorld);
|
|
||||||
|
|
||||||
return CalculateLight (worldPos, baseColor, specColor, oneMinusRoughness, normalWorld,
|
|
||||||
_LightPos.xyz, _LightColor.xyz).rgbb;
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
|
|
||||||
// shadows
|
|
||||||
Pass
|
|
||||||
{
|
|
||||||
Fog { Mode Off }
|
|
||||||
ZWrite Off
|
|
||||||
Blend One One
|
|
||||||
Cull Front
|
|
||||||
ZTest Always
|
|
||||||
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma target 3.0
|
|
||||||
#pragma vertex vert_deferred
|
|
||||||
#pragma fragment frag
|
|
||||||
#pragma exclude_renderers nomrt
|
|
||||||
// only one option, so it will always be set and before any includes
|
|
||||||
#pragma multi_compile AREA_LIGHT_SHADOWS
|
|
||||||
|
|
||||||
fixed4 frag (unity_v2f_deferred i) : SV_Target
|
|
||||||
{
|
|
||||||
return CalculateLightDeferred(i);
|
|
||||||
}
|
|
||||||
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
|
|
||||||
// no shadows
|
|
||||||
Pass
|
|
||||||
{
|
|
||||||
Fog { Mode Off }
|
|
||||||
ZWrite Off
|
|
||||||
Blend One One
|
|
||||||
Cull Front
|
|
||||||
ZTest Always
|
|
||||||
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma target 3.0
|
|
||||||
#pragma vertex vert_deferred
|
|
||||||
#pragma fragment frag
|
|
||||||
#pragma exclude_renderers nomrt
|
|
||||||
|
|
||||||
fixed4 frag (unity_v2f_deferred i) : SV_Target
|
|
||||||
{
|
|
||||||
return CalculateLightDeferred(i);
|
|
||||||
}
|
|
||||||
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
Fallback Off
|
|
||||||
}
|
|
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2b28be3523d190a41910088d1ee68ef7
|
|
||||||
timeCreated: 1453120999
|
|
||||||
licenseType: Pro
|
|
||||||
ShaderImporter:
|
|
||||||
defaultTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,112 +0,0 @@
|
|||||||
cbuffer POISSON_DISKS {
|
|
||||||
static half2 poisson[40] = {
|
|
||||||
half2(0.02971195f, 0.8905211f),
|
|
||||||
half2(0.2495298f, 0.732075f),
|
|
||||||
half2(-0.3469206f, 0.6437836f),
|
|
||||||
half2(-0.01878909f, 0.4827394f),
|
|
||||||
half2(-0.2725213f, 0.896188f),
|
|
||||||
half2(-0.6814336f, 0.6480481f),
|
|
||||||
half2(0.4152045f, 0.2794172f),
|
|
||||||
half2(0.1310554f, 0.2675925f),
|
|
||||||
half2(0.5344744f, 0.5624411f),
|
|
||||||
half2(0.8385689f, 0.5137348f),
|
|
||||||
half2(0.6045052f, 0.08393857f),
|
|
||||||
half2(0.4643163f, 0.8684642f),
|
|
||||||
half2(0.335507f, -0.110113f),
|
|
||||||
half2(0.03007669f, -0.0007075319f),
|
|
||||||
half2(0.8077537f, 0.2551664f),
|
|
||||||
half2(-0.1521498f, 0.2429521f),
|
|
||||||
half2(-0.2997617f, 0.0234927f),
|
|
||||||
half2(0.2587779f, -0.4226915f),
|
|
||||||
half2(-0.01448214f, -0.2720358f),
|
|
||||||
half2(-0.3937779f, -0.228529f),
|
|
||||||
half2(-0.7833176f, 0.1737299f),
|
|
||||||
half2(-0.4447537f, 0.2582748f),
|
|
||||||
half2(-0.9030743f, 0.406874f),
|
|
||||||
half2(-0.729588f, -0.2115215f),
|
|
||||||
half2(-0.5383645f, -0.6681151f),
|
|
||||||
half2(-0.07709587f, -0.5395499f),
|
|
||||||
half2(-0.3402214f, -0.4782109f),
|
|
||||||
half2(-0.5580465f, 0.01399586f),
|
|
||||||
half2(-0.105644f, -0.9191031f),
|
|
||||||
half2(-0.8343651f, -0.4750755f),
|
|
||||||
half2(-0.9959937f, -0.0540134f),
|
|
||||||
half2(0.1747736f, -0.936202f),
|
|
||||||
half2(-0.3642297f, -0.926432f),
|
|
||||||
half2(0.1719682f, -0.6798802f),
|
|
||||||
half2(0.4424475f, -0.7744268f),
|
|
||||||
half2(0.6849481f, -0.3031401f),
|
|
||||||
half2(0.5453879f, -0.5152272f),
|
|
||||||
half2(0.9634013f, -0.2050581f),
|
|
||||||
half2(0.9907925f, 0.08320642f),
|
|
||||||
half2(0.8386722f, -0.5428791f)
|
|
||||||
};
|
|
||||||
};
|
|
||||||
|
|
||||||
Texture2D _Shadowmap;
|
|
||||||
SamplerComparisonState sampler_Shadowmap;
|
|
||||||
|
|
||||||
// To get a sampler, which doesn't do comparison
|
|
||||||
Texture2D _ShadowmapDummy;
|
|
||||||
SamplerState sampler_ShadowmapDummy;
|
|
||||||
|
|
||||||
half _ShadowReceiverWidth;
|
|
||||||
half _ShadowReceiverDistanceScale;
|
|
||||||
half2 _ShadowLightWidth;
|
|
||||||
half _ShadowBias;
|
|
||||||
float4x4 _ShadowProjectionMatrix;
|
|
||||||
|
|
||||||
half EdgeSmooth(half2 xy)
|
|
||||||
{
|
|
||||||
// Magic tweaks to the shape
|
|
||||||
float corner = 0.4;
|
|
||||||
float outset = 1.0;
|
|
||||||
float smooth = 0.5;
|
|
||||||
|
|
||||||
float d = length(max(abs(xy) - 1 + corner*outset, 0.0)) - corner;
|
|
||||||
return saturate(1 - smoothstep(-smooth, 0, d));
|
|
||||||
}
|
|
||||||
|
|
||||||
half ReverseZ(half z)
|
|
||||||
{
|
|
||||||
#if UNITY_REVERSED_Z
|
|
||||||
return 1.0 - z;
|
|
||||||
#endif
|
|
||||||
return z;
|
|
||||||
}
|
|
||||||
|
|
||||||
half Shadow(half3 position)
|
|
||||||
{
|
|
||||||
half4 pClip = mul(_ShadowProjectionMatrix, half4(position, 1));
|
|
||||||
half3 p = pClip.xyz/pClip.w;
|
|
||||||
if (any(step(1.0, abs(p.xy))))
|
|
||||||
return 0;
|
|
||||||
|
|
||||||
// The texture contains just 0. But we need to sample it somewhere for Unity to initialize the corresponding sampler.
|
|
||||||
float dist = _ShadowmapDummy.Sample(sampler_ShadowmapDummy, 0).a;
|
|
||||||
|
|
||||||
half edgeSmooth = EdgeSmooth(p.xy);
|
|
||||||
p = p * 0.5 + 0.5;
|
|
||||||
|
|
||||||
for(int j = 0; j < 10; ++j)
|
|
||||||
{
|
|
||||||
half2 offset = poisson[j + 24] * _ShadowReceiverWidth;
|
|
||||||
float depth = ReverseZ(_Shadowmap.SampleLevel(sampler_ShadowmapDummy, p.xy + offset, 0).r);
|
|
||||||
|
|
||||||
dist += max(0.0, p.z - depth);
|
|
||||||
}
|
|
||||||
|
|
||||||
dist *= _ShadowReceiverDistanceScale;
|
|
||||||
|
|
||||||
p.z -= _ShadowBias/pClip.w;
|
|
||||||
p.z = ReverseZ(p.z);
|
|
||||||
half shadow = 0;
|
|
||||||
for(int i = 0; i < 32; ++i)
|
|
||||||
{
|
|
||||||
half lightWidth = lerp(_ShadowLightWidth.x, _ShadowLightWidth.y, min(1.0, dist));
|
|
||||||
const half2 offset = poisson[i] * lightWidth;
|
|
||||||
shadow += _Shadowmap.SampleCmpLevelZero(sampler_Shadowmap, p.xy + offset, p.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
return shadow * edgeSmooth / 32.0;
|
|
||||||
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|
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second: 0
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name: _Mode
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second: 0
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name: _Parallax
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second: 0.02
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name: _UVSec
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second: 0
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name: _VertexOcclusionPower
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name: _MetaSpecularTint
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second: {r: 1, g: 1, b: 1, a: 1}
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name: _SpecColor
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--- !u!21 &2100000
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@ -1,102 +0,0 @@
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Shader "Custom/StandardAlphaBlended-VolumetricFog"
|
|
||||||
{
|
|
||||||
Properties
|
|
||||||
{
|
|
||||||
_Color ("Color", Color) = (1,1,1,1)
|
|
||||||
_MainTex ("Albedo (RGB)", 2D) = "white" {}
|
|
||||||
_Glossiness ("Smoothness", Range(0,1)) = 0.5
|
|
||||||
_Metallic ("Metallic", Range(0,1)) = 0.0
|
|
||||||
}
|
|
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SubShader
|
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{
|
|
||||||
Tags {"Queue" = "Transparent" "RenderType"="Transparent" }
|
|
||||||
LOD 200
|
|
||||||
|
|
||||||
CGPROGRAM
|
|
||||||
|
|
||||||
#pragma surface surf Standard fullforwardshadows alpha finalcolor:ApplyFog
|
|
||||||
#pragma target 3.0
|
|
||||||
#pragma multi_compile _ VOLUMETRIC_FOG
|
|
||||||
|
|
||||||
#if VOLUMETRIC_FOG
|
|
||||||
#include "../../VolumetricFog/Shaders/VolumetricFog.cginc"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
sampler2D _MainTex;
|
|
||||||
sampler2D _CameraDepthTexture;
|
|
||||||
|
|
||||||
struct Input {
|
|
||||||
float2 uv_MainTex;
|
|
||||||
float4 screenPos;
|
|
||||||
};
|
|
||||||
|
|
||||||
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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m_Floats:
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name: _CullMode
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second: 2
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|
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name: _Cutoff
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name: _DetailNormalMapScale
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name: _DstBlend
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second: 0
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name: _GlossMapScale
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second: 1
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- first:
|
|
||||||
name: _Glossiness
|
|
||||||
second: 0.633
|
|
||||||
- first:
|
|
||||||
name: _GlossyReflections
|
|
||||||
second: 1
|
|
||||||
- first:
|
|
||||||
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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|
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name: _MetaUseCustom
|
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second: 0
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- first:
|
|
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name: _Metallic
|
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second: 0
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- first:
|
|
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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:
|
|
||||||
name: _Parallax
|
|
||||||
second: 0.02
|
|
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- first:
|
|
||||||
name: _ReflectionProbeBoost
|
|
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second: 1
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|
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- first:
|
|
||||||
name: _SmoothnessTextureChannel
|
|
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second: 0
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- first:
|
|
||||||
name: _SpecularHighlights
|
|
||||||
second: 1
|
|
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- first:
|
|
||||||
name: _SrcBlend
|
|
||||||
second: 1
|
|
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- first:
|
|
||||||
name: _Translucency
|
|
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second: 0
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|
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- first:
|
|
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name: _UVDetailMask
|
|
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second: 0
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|
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name: _UVSec
|
|
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second: 0
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|
|
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name: _VertexOcclusionPower
|
|
||||||
second: 1
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|
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|
|
||||||
name: _ZWrite
|
|
||||||
second: 1
|
|
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m_Colors:
|
|
||||||
- first:
|
|
||||||
name: _Color
|
|
||||||
second: {r: 0.16176468, g: 0.16176468, b: 0.16176468, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _EmissionColor
|
|
||||||
second: {r: 0, g: 0, b: 0, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _MetaDiffuseAdd
|
|
||||||
second: {r: 0, g: 0, b: 0, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _MetaDiffuseTint
|
|
||||||
second: {r: 1, g: 1, b: 1, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _MetaEmissionAdd
|
|
||||||
second: {r: 0, g: 0, b: 0, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _MetaEmissionTint
|
|
||||||
second: {r: 1, g: 1, b: 1, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _MetaSpecularAdd
|
|
||||||
second: {r: 0, g: 0, b: 0, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _MetaSpecularTint
|
|
||||||
second: {r: 1, g: 1, b: 1, a: 1}
|
|
||||||
- first:
|
|
||||||
name: _SpecColor
|
|
||||||
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|
|
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|
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assetBundleName:
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|
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|
@ -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
|
|
||||||
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)
|
|
||||||
+ gi.specular * FresnelLerp (specColor, grazingTerm, nv);
|
|
||||||
|
|
||||||
return half4(color, 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
half4 CalculateLight (float3 worldPos, float2 uv, half3 baseColor, half3 specColor, half oneMinusRoughness, half3 normalWorld,
|
|
||||||
half3 lightStart, half3 lightEnd, half3 lightColor, half lightRadius, half lightRangeSqInv)
|
|
||||||
{
|
|
||||||
UnityLight light = (UnityLight)0;
|
|
||||||
|
|
||||||
float3 eyeVec = normalize(worldPos - _WorldSpaceCameraPos);
|
|
||||||
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);
|
|
||||||
else
|
|
||||||
#else
|
|
||||||
TubeLightToPointLight (worldPos, lightStart, lightEnd, eyeVec, normalWorld, lightRadius, lightRangeSqInv, lightColor, light.color, light.dir, light.ndotl, lightDist);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if SHADOW_PLANES
|
|
||||||
light.color *= ShadowPlanes(worldPos);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
|
|
||||||
|
|
||||||
UnityIndirect ind;
|
|
||||||
UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
|
|
||||||
ind.diffuse = 0;
|
|
||||||
ind.specular = 0;
|
|
||||||
|
|
||||||
half4 res = BRDF1_Unity_PBS_Area (baseColor, specColor, oneMinusReflectivity, oneMinusRoughness, normalWorld, -eyeVec, light, ind, lightDist, lightRadius);
|
|
||||||
return res;
|
|
||||||
}
|
|
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: bea54fea6aabea841b90651d989d88f5
|
|
||||||
timeCreated: 1452380090
|
|
||||||
licenseType: Pro
|
|
||||||
ShaderImporter:
|
|
||||||
defaultTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,87 +0,0 @@
|
|||||||
Shader "Hidden/TubeLight" {
|
|
||||||
SubShader {
|
|
||||||
Tags { "Queue"="Geometry-1" }
|
|
||||||
|
|
||||||
CGINCLUDE
|
|
||||||
#include "UnityCG.cginc"
|
|
||||||
#include "UnityPBSLighting.cginc"
|
|
||||||
#include "UnityDeferredLibrary.cginc"
|
|
||||||
|
|
||||||
#define SHADOW_PLANES 1
|
|
||||||
#include "TubeLight.cginc"
|
|
||||||
|
|
||||||
sampler2D _CameraGBufferTexture0;
|
|
||||||
sampler2D _CameraGBufferTexture1;
|
|
||||||
sampler2D _CameraGBufferTexture2;
|
|
||||||
|
|
||||||
float _LightRadius;
|
|
||||||
float _LightLength;
|
|
||||||
float4 _LightAxis;
|
|
||||||
|
|
||||||
|
|
||||||
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);
|
|
||||||
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
|
|
||||||
|
|
||||||
half3 baseColor = gbuffer0.rgb;
|
|
||||||
half3 specColor = gbuffer1.rgb;
|
|
||||||
half oneMinusRoughness = gbuffer1.a;
|
|
||||||
half3 normalWorld = gbuffer2.rgb * 2 - 1;
|
|
||||||
normalWorld = normalize(normalWorld);
|
|
||||||
|
|
||||||
return CalculateLight (worldPos, uv, baseColor, specColor, oneMinusRoughness, normalWorld,
|
|
||||||
_LightPos.xyz, _LightPos.xyz + _LightAxis.xyz * _LightLength, _LightColor.xyz, _LightRadius, _LightPos.w);
|
|
||||||
}
|
|
||||||
ENDCG
|
|
||||||
|
|
||||||
Pass {
|
|
||||||
Fog { Mode Off }
|
|
||||||
ZWrite Off
|
|
||||||
Blend One One
|
|
||||||
Cull Front
|
|
||||||
ZTest Always
|
|
||||||
|
|
||||||
|
|
||||||
CGPROGRAM
|
|
||||||
#pragma target 3.0
|
|
||||||
#pragma vertex vert_deferred
|
|
||||||
#pragma fragment frag
|
|
||||||
#pragma exclude_renderers nomrt
|
|
||||||
|
|
||||||
fixed4 frag (unity_v2f_deferred i) : SV_Target
|
|
||||||
{
|
|
||||||
half4 light = CalculateLightDeferred(i);
|
|
||||||
// TODO: squash those NaNs at their source
|
|
||||||
return isnan(light) ? 0 : light;
|
|
||||||
}
|
|
||||||
|
|
||||||
ENDCG
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
Fallback Off
|
|
||||||
}
|
|
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 2e6fd90941a3e3c458d01f851dca21ed
|
|
||||||
timeCreated: 1442344786
|
|
||||||
licenseType: Pro
|
|
||||||
ShaderImporter:
|
|
||||||
defaultTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,55 +0,0 @@
|
|||||||
#ifndef TUBE_LIGHT_ATTENUATION_LEGACY
|
|
||||||
#define TUBE_LIGHT_ATTENUATION_LEGACY 0
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if TUBE_LIGHT_ATTENUATION_LEGACY
|
|
||||||
|
|
||||||
float Attenuation(float distNorm)
|
|
||||||
{
|
|
||||||
return 1.0 / (1.0 + 25.0 * distNorm);
|
|
||||||
}
|
|
||||||
|
|
||||||
float AttenuationToZero(float distNorm)
|
|
||||||
{
|
|
||||||
float att = Attenuation(distNorm);
|
|
||||||
|
|
||||||
// Replicating unity light attenuation - pulled to 0 at range
|
|
||||||
// if (distNorm > 0.8 * 0.8)
|
|
||||||
// att *= 1 - (distNorm - 0.8 * 0.8) / (1 - 0.8 * 0.8);
|
|
||||||
// Same, simplified
|
|
||||||
float oneDistNorm = 1.0 - distNorm;
|
|
||||||
att *= lerp(1.0, oneDistNorm * 2.78, step(0.64, distNorm));
|
|
||||||
|
|
||||||
att *= step(0.0, oneDistNorm);
|
|
||||||
|
|
||||||
return att;
|
|
||||||
}
|
|
||||||
|
|
||||||
#else
|
|
||||||
|
|
||||||
float Attenuation(float distSqr)
|
|
||||||
{
|
|
||||||
float d = sqrt(distSqr);
|
|
||||||
float kDefaultPointLightRadius = 0.25;
|
|
||||||
return 1.0 / pow(1.0 + d/kDefaultPointLightRadius, 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
float AttenuationToZero(float distSqr)
|
|
||||||
{
|
|
||||||
// attenuation = 1 / (1 + distance_to_light / light_radius)^2
|
|
||||||
// = 1 / (1 + 2*(d/r) + (d/r)^2)
|
|
||||||
// For more details see: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
|
|
||||||
float d = sqrt(distSqr);
|
|
||||||
float kDefaultPointLightRadius = 0.25;
|
|
||||||
float atten = 1.0 / pow(1.0 + d/kDefaultPointLightRadius, 2);
|
|
||||||
float kCutoff = 1.0 / pow(1.0 + 1.0/kDefaultPointLightRadius, 2); // cutoff equal to attenuation at distance 1.0
|
|
||||||
|
|
||||||
// Force attenuation to fall towards zero at distance 1.0
|
|
||||||
atten = (atten - kCutoff) / (1.f - kCutoff);
|
|
||||||
if (d >= 1.f)
|
|
||||||
atten = 0.f;
|
|
||||||
|
|
||||||
return atten;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
@ -1,9 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 3d6df6428d576d147994b0b7ac0d5ea5
|
|
||||||
timeCreated: 1456703457
|
|
||||||
licenseType: Pro
|
|
||||||
ShaderImporter:
|
|
||||||
defaultTextures: []
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
@ -1,38 +0,0 @@
|
|||||||
half ShadowPlane(half3 worldPos, half4 plane, half feather)
|
|
||||||
{
|
|
||||||
half x = plane.w - dot(worldPos, plane.xyz);
|
|
||||||
// Compiler bug workaround
|
|
||||||
x += 0.0001;
|
|
||||||
return smoothstep(-feather, feather, x);
|
|
||||||
}
|
|
||||||
|
|
||||||
float4 _ShadowPlane0;
|
|
||||||
float _ShadowPlaneFeather0;
|
|
||||||
float4 _ShadowPlane1;
|
|
||||||
float _ShadowPlaneFeather1;
|
|
||||||
|
|
||||||
half ShadowPlanes(half3 worldPos)
|
|
||||||
{
|
|
||||||
half att = 1;
|
|
||||||
att *= ShadowPlane(worldPos, _ShadowPlane0, _ShadowPlaneFeather0);
|
|
||||||
att *= ShadowPlane(worldPos, _ShadowPlane1, _ShadowPlaneFeather1);
|
|
||||||
return att;
|
|
||||||
}
|
|
||||||
|
|
||||||
struct TubeLightShadowPlane
|
|
||||||
{
|
|
||||||
float4 plane0;
|
|
||||||
float4 plane1;
|
|
||||||
float feather0;
|
|
||||||
float feather1;
|
|
||||||
float padding0;
|
|
||||||
float padding1;
|
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||||||
m_Shadows: 0
|
|
||||||
m_ShadowmapRes: 256
|
|
||||||
m_BlurIterations: 0
|
|
||||||
m_BlurSize: 1
|
|
||||||
m_ESMExponent: 40
|
|
||||||
m_Bounded: 1
|
|
@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: fdeb35bdab08b7442a67e36ffe2ff830
|
|
||||||
timeCreated: 1444651113
|
|
||||||
licenseType: Pro
|
|
||||||
NativeFormatImporter:
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
Loading…
Reference in New Issue
Block a user