2016-11-18 16:52:07 +08:00

439 lines
13 KiB
HLSL

#ifndef SPRITE_VERTEX_LIGHTING_INCLUDED
#define SPRITE_VERTEX_LIGHTING_INCLUDED
#include "ShaderShared.cginc"
#include "SpriteLighting.cginc"
#include "UnityStandardUtils.cginc"
////////////////////////////////////////
// Defines
//
//Define to use fake spherical harmonics for ambient lighting
#define TRI_COLOR_AMBIENT
//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting
#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING)
#define PER_PIXEL_LIGHTING
#endif
//Turn off bump mapping and diffuse ramping on older shader models as they dont support needed number of outputs
#if defined(PER_PIXEL_LIGHTING) && (SHADER_TARGET < 30)
#undef PER_PIXEL_LIGHTING
#undef _NORMALMAP
#undef _DIFFUSE_RAMP
#undef _RIM_LIGHTING
#endif
//In D3D9 only have a max of 9 TEXCOORD so can't have diffuse ramping or fog or rim lighting if processing lights per pixel
#if defined(SHADER_API_D3D9) && defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP)
#undef _DIFFUSE_RAMP
#undef _FOG
#undef _RIM_LIGHTING
#elif defined(_DIFFUSE_RAMP)
#undef _FOG
#undef _RIM_LIGHTING
#elif defined(_RIM_LIGHTING)
#undef _FOG
#undef _DIFFUSE_RAMP
#else
#undef _DIFFUSE_RAMP
#undef _RIM_LIGHTING
#endif
#endif
#if defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP) && defined(_DIFFUSE_RAMP)
#define ATTENUATIONS TEXCOORD9
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD10
#define _FOG_COORD_INDEX 11
#else
#define _FOG_COORD_INDEX 10
#endif
#elif defined(_NORMALMAP) != defined(_DIFFUSE_RAMP)
#define ATTENUATIONS TEXCOORD8
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD9
#define _FOG_COORD_INDEX 10
#else
#define _FOG_COORD_INDEX 9
#endif
#else //!_DIFFUSE_RAMP && !_NORMALMAP
#if defined(_RIM_LIGHTING)
#define _POS_WORLD_INDEX TEXCOORD8
#define _FOG_COORD_INDEX 9
#else
#define _FOG_COORD_INDEX 8
#endif
#endif
#else //!PER_PIXEL_LIGHTING
#define _FOG_COORD_INDEX 2
#endif
////////////////////////////////////////
// Vertex output struct
//
struct VertexOutput
{
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float3 texcoord : TEXCOORD0;
#if defined(PER_PIXEL_LIGHTING)
half4 VertexLightInfo0 : TEXCOORD1;
half4 VertexLightInfo1 : TEXCOORD2;
half4 VertexLightInfo2 : TEXCOORD3;
half4 VertexLightInfo3 : TEXCOORD4;
half4 VertexLightInfo4 : TEXCOORD5;
#if defined(_NORMALMAP)
half4 normalWorld : TEXCOORD6;
half4 tangentWorld : TEXCOORD7;
half4 binormalWorld : TEXCOORD8;
#else
half3 normalWorld : TEXCOORD6;
half3 VertexLightInfo5 : TEXCOORD7;
#endif
#if defined(_DIFFUSE_RAMP)
half4 LightAttenuations : ATTENUATIONS;
#endif
#if defined(_RIM_LIGHTING)
float4 posWorld : _POS_WORLD_INDEX;
#endif
#else //!PER_PIXEL_LIGHTING
half3 FullLighting : TEXCOORD1;
#endif // !PER_PIXEL_LIGHTING
#if defined(_FOG)
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
#endif // _FOG
};
////////////////////////////////////////
// Light calculations
//
struct VertexLightInfo
{
half3 lightDirection;
fixed3 lightColor;
#if defined(_DIFFUSE_RAMP)
float attenuation;
#endif // _DIFFUSE_RAMP
};
inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
{
VertexLightInfo lightInfo;
//For directional lights _WorldSpaceLightPos0.w is set to zero
lightInfo.lightDirection = unity_LightPosition[index].xyz - (viewPos.xyz * unity_LightPosition[index].w);
float lengthSq = dot(lightInfo.lightDirection, lightInfo.lightDirection);
lightInfo.lightDirection *= rsqrt(lengthSq);
float attenuation = 1.0 / (1.0 + lengthSq * unity_LightAtten[index].z);
//Spot light attenuation - for non-spot lights unity_LightAtten.x is set to -1 and y is set to 1
if (-1 != unity_LightAtten[index].x || 1 != unity_LightAtten[index].y)
{
float rho = dotClamped(lightInfo.lightDirection, unity_SpotDirection[index].xyz);
float spotAtt = (rho - unity_LightAtten[index].x) * unity_LightAtten[index].y;
attenuation *= saturate(spotAtt);
}
//If using a diffuse ramp texture then need to pass through the lights attenuation, otherwise premultiply the light color with it
#if defined(_DIFFUSE_RAMP)
lightInfo.lightColor = unity_LightColor[index].rgb;
lightInfo.attenuation = sqrt(attenuation);
#else
lightInfo.lightColor = unity_LightColor[index].rgb * attenuation;
#endif // _DIFFUSE_RAMP
return lightInfo;
}
fixed3 calculateAmbientLight(half3 normalWorld)
{
#if defined(TRI_COLOR_AMBIENT)
//Magic constants used to tweak ambient to approximate pixel shader spherical harmonics
fixed3 worldUp = fixed3(0,1,0);
float skyGroundDotMul = 2.5;
float minEquatorMix = 0.5;
float equatorColorBlur = 0.33;
float upDot = dot(normalWorld, worldUp);
//Fade between a flat lerp from sky to ground and a 3 way lerp based on how bright the equator light is.
//This simulates how directional lights get blurred using spherical harmonics
//Work out color from ground and sky, ignoring equator
float adjustedDot = upDot * skyGroundDotMul;
fixed3 skyGroundColor = lerp(unity_AmbientGround, unity_AmbientSky, saturate((adjustedDot + 1.0) * 0.5));
//Work out equator lights brightness
float equatorBright = saturate(dot(unity_AmbientEquator.rgb, unity_AmbientEquator.rgb));
//Blur equator color with sky and ground colors based on how bright it is.
fixed3 equatorBlurredColor = lerp(unity_AmbientEquator, saturate(unity_AmbientEquator + unity_AmbientGround + unity_AmbientSky), equatorBright * equatorColorBlur);
//Work out 3 way lerp inc equator light
fixed3 equatorColor = lerp(equatorBlurredColor, unity_AmbientGround, -upDot) * step(upDot, 0) + lerp(equatorBlurredColor, unity_AmbientSky, upDot) * step(0, upDot);
//Mix the two colors together based on how bright the equator light is
return lerp(skyGroundColor, equatorColor, saturate(equatorBright + minEquatorMix)) * 0.75;
#else
//Flat ambient is just the sky color
return unity_AmbientSky.rgb * 0.75;
#endif // TRI_COLOR_AMBIENT
}
////////////////////////////////////////
// Light Packing Functions (this stuff gets messy!)
//
#if defined(_DIFFUSE_RAMP)
inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 normal, half3 lightDirection, float attenuation)
{
float angleDot = dotClamped(normal, lightDirection);
fixed3 diffuse = calculateRampedDiffuse(lightColor, attenuation, angleDot);
return diffuse * 0.75;
}
#else
inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 normal, half3 lightDirection)
{
float angleDot = dotClamped(normal, lightDirection);
fixed3 diffuse = attenuatedLightColor * angleDot;
return diffuse * 0.75;
}
#endif // _NORMALMAP
#if defined(PER_PIXEL_LIGHTING)
inline VertexLightInfo getVertexLightAttenuatedInfoWorldSpace(int index, float3 viewPos)
{
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
//Convert light direction from view space to world space
lightInfo.lightDirection = normalize(mul((float3x3)UNITY_MATRIX_V, lightInfo.lightDirection));
return lightInfo;
}
#define VERTEX_LIGHT_0_DIR VertexLightInfo0.xyz
#define VERTEX_LIGHT_0_R VertexLightInfo4.x
#define VERTEX_LIGHT_0_G VertexLightInfo4.y
#define VERTEX_LIGHT_0_B VertexLightInfo4.z
#define VERTEX_LIGHT_1_DIR VertexLightInfo1.xyz
#define VERTEX_LIGHT_1_R VertexLightInfo0.w
#define VERTEX_LIGHT_1_G VertexLightInfo1.w
#define VERTEX_LIGHT_1_B VertexLightInfo2.w
#define VERTEX_LIGHT_2_DIR VertexLightInfo2.xyz
#define VERTEX_LIGHT_2_R VertexLightInfo3.w
#define VERTEX_LIGHT_2_G VertexLightInfo4.w
#define VERTEX_LIGHT_2_B texcoord.z
#define VERTEX_LIGHT_3_DIR VertexLightInfo3.xyz
#if defined(_NORMALMAP)
#define VERTEX_LIGHT_3_R normalWorld.w
#define VERTEX_LIGHT_3_G tangentWorld.w
#define VERTEX_LIGHT_3_B binormalWorld.w
#else
#define VERTEX_LIGHT_3_R VertexLightInfo5.x
#define VERTEX_LIGHT_3_G VertexLightInfo5.y
#define VERTEX_LIGHT_3_B VertexLightInfo5.z
#endif
#if defined(_DIFFUSE_RAMP)
#define LIGHT_DIFFUSE_ATTEN_0 LightAttenuations.x
#define LIGHT_DIFFUSE_ATTEN_1 LightAttenuations.y
#define LIGHT_DIFFUSE_ATTEN_2 LightAttenuations.z
#define LIGHT_DIFFUSE_ATTEN_3 LightAttenuations.w
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo) \
{ \
output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuation; \
}
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, vertexLightColor, normalDirection, vertexLightDir) \
{ \
diffuse += calculateLightDiffuse(vertexLightColor, normalDirection, vertexLightDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
}
#else
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo)
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, vertexLightColor, normalDirection, vertexLightDir) \
{ \
diffuse += calculateLightDiffuse(vertexLightColor, normalDirection, vertexLightDir); \
}
#endif
#define PACK_VERTEX_LIGHT(index, output, viewPos) \
{ \
VertexLightInfo lightInfo = getVertexLightAttenuatedInfoWorldSpace(index, viewPos); \
output.VERTEX_LIGHT_##index##_DIR = lightInfo.lightDirection; \
output.VERTEX_LIGHT_##index##_R = lightInfo.lightColor.r; \
output.VERTEX_LIGHT_##index##_G = lightInfo.lightColor.g; \
output.VERTEX_LIGHT_##index##_B = lightInfo.lightColor.b; \
PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo); \
}
#define ADD_VERTEX_LIGHT(index, input, normalDirection, diffuse) \
{ \
half3 vertexLightDir = input.VERTEX_LIGHT_##index##_DIR; \
fixed3 vertexLightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, vertexLightColor, normalDirection, vertexLightDir) \
}
#else //!PER_PIXEL_LIGHTING
////////////////////////////////////////
// Vertex Only Functions
//
inline fixed3 calculateLightDiffuse(int index, float3 viewPos, half3 viewNormal)
{
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
float angleDot = dotClamped(viewNormal, lightInfo.lightDirection);
fixed3 diffuse = lightInfo.lightColor * angleDot;
return diffuse;
}
#endif // !PER_PIXEL_LIGHTING
////////////////////////////////////////
// Vertex program
//
VertexOutput vert(VertexInput input)
{
VertexOutput output;
output.pos = calculateLocalPos(input.vertex);
output.color = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
#if defined(PER_PIXEL_LIGHTING)
#if defined(_RIM_LIGHTING)
output.posWorld = calculateWorldPos(input.vertex);
#endif
PACK_VERTEX_LIGHT(0, output, viewPos)
PACK_VERTEX_LIGHT(1, output, viewPos)
PACK_VERTEX_LIGHT(2, output, viewPos)
PACK_VERTEX_LIGHT(3, output, viewPos)
output.normalWorld.xyz = calculateSpriteWorldNormal(input);
#if defined(_NORMALMAP)
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
output.binormalWorld.xyz = calculateSpriteWorldBinormal(output.normalWorld, output.tangentWorld, input.tangent.w);
#endif
#else // !PER_PIXEL_LIGHTING
//Just pack full lighting
float3 viewNormal = calculateSpriteViewNormal(input);
//Get Ambient diffuse
float3 normalWorld = calculateSpriteWorldNormal(input);
fixed3 ambient = calculateAmbientLight(normalWorld);
fixed3 diffuse = calculateLightDiffuse(0, viewPos, viewNormal);
diffuse += calculateLightDiffuse(1, viewPos, viewNormal);
diffuse += calculateLightDiffuse(2, viewPos, viewNormal);
diffuse += calculateLightDiffuse(3, viewPos, viewNormal);
output.FullLighting = saturate(ambient + diffuse);
#endif // !PER_PIXEL_LIGHTING
#if defined(_FOG)
UNITY_TRANSFER_FOG(output, output.pos);
#endif // _FOG
return output;
}
////////////////////////////////////////
// Fragment program
//
fixed4 frag(VertexOutput input) : SV_Target
{
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
ALPHA_CLIP(texureColor, input.color)
#if defined(PER_PIXEL_LIGHTING)
#if defined(_NORMALMAP)
half3 normalWorld = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
#else
half3 normalWorld = input.normalWorld.xyz;
#endif
//Get Ambient diffuse
fixed3 ambient = calculateAmbientLight(normalWorld);
//Find vertex light diffuse
fixed3 diffuse = fixed3(0,0,0);
//Add each vertex light to diffuse
ADD_VERTEX_LIGHT(0, input, normalWorld, diffuse)
ADD_VERTEX_LIGHT(1, input, normalWorld, diffuse)
ADD_VERTEX_LIGHT(2, input, normalWorld, diffuse)
ADD_VERTEX_LIGHT(3, input, normalWorld, diffuse)
fixed3 lighting = saturate(ambient + diffuse);
APPLY_EMISSION(lighting, input.texcoord.xy)
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
#if defined(_RIM_LIGHTING)
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
#endif
#else // !PER_PIXEL_LIGHTING
APPLY_EMISSION(input.FullLighting, input.texcoord.xy)
fixed4 pixel = calculateLitPixel(texureColor, input.color, input.FullLighting);
#endif // !PER_PIXEL_LIGHTING
COLORISE(pixel)
#if defined(_FOG)
fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
#endif // _FOG
return pixel;
}
#endif // SPRITE_VERTEX_LIGHTING_INCLUDED