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200 lines
5.2 KiB
200 lines
5.2 KiB
#ifndef SPRITE_LIGHTING_INCLUDED
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#define SPRITE_LIGHTING_INCLUDED
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//Check for using mesh normals
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#if !defined(_FIXED_NORMALS_VIEWSPACE) && !defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) && !defined(_FIXED_NORMALS_MODELSPACE) && !defined(_FIXED_NORMALS_MODELSPACE_BACKFACE)
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#define MESH_NORMALS
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#endif
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//Check for fixing backfacing tangents
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#if defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE) || defined(_FIXED_NORMALS_MODELSPACE_BACKFACE)
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#define FIXED_NORMALS_BACKFACE_RENDERING
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#endif
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////////////////////////////////////////
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// Vertex structs
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//
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struct VertexInput
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{
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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float4 color : COLOR;
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#if defined(MESH_NORMALS)
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float3 normal : NORMAL;
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#endif // _FIXED_NORMALS
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#if defined(_NORMALMAP)
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float4 tangent : TANGENT;
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#endif // _NORMALMAP
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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////////////////////////////////////////
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// Normal functions
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//
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uniform float4 _FixedNormal = float4(0, 0, 1, 1);
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inline float3 getFixedNormal()
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{
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return _FixedNormal.xyz;
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}
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inline float calculateBackfacingSign(float3 worldPos)
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{
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//If we're using fixed normals and mesh is facing away from camera, flip tangentSign
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//Unity uses a left handed coordinate system so camera always looks down the negative z axis
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float3 cameraForward = float3(0,0,-1);
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float3 meshWorldForward = mul((float3x3)unity_ObjectToWorld, cameraForward);
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float3 toCamera = _WorldSpaceCameraPos - worldPos;
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return sign(dot(toCamera, meshWorldForward));
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}
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inline half3 calculateSpriteWorldNormal(VertexInput vertex, float backFaceSign)
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{
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#if defined(MESH_NORMALS)
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return calculateWorldNormal(vertex.normal);
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#else // !MESH_NORMALS
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float3 normal = getFixedNormal();
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#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
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//View space fixed normal
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//Rotate fixed normal by inverse view matrix to convert the fixed normal into world space
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float3x3 invView = transpose((float3x3)UNITY_MATRIX_V);
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return normalize(mul(invView, normal));
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#else
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//Model space fixed normal.
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#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
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//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
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normal *= backFaceSign;
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#endif
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return calculateWorldNormal(normal);
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#endif
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#endif // !MESH_NORMALS
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}
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inline half3 calculateSpriteViewNormal(VertexInput vertex, float backFaceSign)
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{
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#if defined(MESH_NORMALS)
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return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal));
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#else // !MESH_NORMALS
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float3 normal = getFixedNormal();
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#if defined(_FIXED_NORMALS_VIEWSPACE) || defined(_FIXED_NORMALS_VIEWSPACE_BACKFACE)
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//View space fixed normal
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return normal;
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#else
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//Model space fixed normal
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#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
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//If back face rendering is enabled and the sprite is facing away from the camera (ie we're rendering the backface) then need to flip the normal
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normal *= backFaceSign;
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#endif
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return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
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#endif
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#endif // !MESH_NORMALS
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}
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////////////////////////////////////////
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// Normal map functions
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//
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#if defined(_NORMALMAP)
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inline half3 calculateSpriteWorldBinormal(VertexInput vertex, half3 normalWorld, half3 tangentWorld, float backFaceSign)
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{
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float tangentSign = vertex.tangent.w;
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#if defined(FIXED_NORMALS_BACKFACE_RENDERING)
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tangentSign *= backFaceSign;
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#endif
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return calculateWorldBinormal(normalWorld, tangentWorld, tangentSign);
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}
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#endif // _NORMALMAP
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#if defined(_DIFFUSE_RAMP)
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////////////////////////////////////////
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// Diffuse ramp functions
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//
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//Disable for softer, more traditional diffuse ramping
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#define HARD_DIFFUSE_RAMP
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uniform sampler2D _DiffuseRamp;
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inline fixed3 calculateDiffuseRamp(float ramp)
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{
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return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
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}
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inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
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{
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float d = angleDot * 0.5 + 0.5;
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#if defined(HARD_DIFFUSE_RAMP)
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half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
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return lightColor * ramp;
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#else
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half3 ramp = calculateDiffuseRamp(d);
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return lightColor * ramp * (attenuation * 2);
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#endif
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}
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#endif // _DIFFUSE_RAMP
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////////////////////////////////////////
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// Rim Lighting functions
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//
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#ifdef _RIM_LIGHTING
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uniform float _RimPower;
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uniform fixed4 _RimColor;
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inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
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{
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fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld);
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float invDot = 1.0 - saturate(dot(normalWorld, viewDir));
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float rimPower = pow(invDot, _RimPower);
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float rim = saturate(rimPower * _RimColor.a);
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#if defined(_DIFFUSE_RAMP)
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rim = calculateDiffuseRamp(rim).r;
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#endif
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return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim);
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}
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#endif //_RIM_LIGHTING
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////////////////////////////////////////
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// Emission functions
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//
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#ifdef _EMISSION
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uniform sampler2D _EmissionMap;
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uniform fixed4 _EmissionColor;
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uniform float _EmissionPower;
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#define APPLY_EMISSION(diffuse, uv) diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower;
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#define APPLY_EMISSION_SPECULAR(pixel, uv) pixel.rgb += (tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower) * pixel.a;
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#else //!_EMISSION
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#define APPLY_EMISSION(diffuse, uv)
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#define APPLY_EMISSION_SPECULAR(pixel, uv)
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#endif //!_EMISSION
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#endif // SPRITE_LIGHTING_INCLUDED |