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430 lines
13 KiB
430 lines
13 KiB
#ifndef SPRITE_VERTEX_LIGHTING_INCLUDED
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#define SPRITE_VERTEX_LIGHTING_INCLUDED
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#include "ShaderShared.cginc"
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#include "SpriteLighting.cginc"
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#include "UnityStandardUtils.cginc"
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////////////////////////////////////////
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// Defines
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//
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//Define to use spot lights (more expensive)
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#define SPOT_LIGHTS
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//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting
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#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING)
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#define PER_PIXEL_LIGHTING
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#endif
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//Turn off bump mapping and diffuse ramping on older shader models as they dont support needed number of outputs
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#if defined(PER_PIXEL_LIGHTING) && (SHADER_TARGET < 30)
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#undef PER_PIXEL_LIGHTING
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#undef _NORMALMAP
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#undef _DIFFUSE_RAMP
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#undef _RIM_LIGHTING
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#endif
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//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
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#if defined(SHADER_API_D3D9) && defined(PER_PIXEL_LIGHTING)
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#if defined(_NORMALMAP)
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#undef _DIFFUSE_RAMP
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#undef _FOG
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#undef _RIM_LIGHTING
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#elif defined(_DIFFUSE_RAMP)
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#undef _FOG
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#undef _RIM_LIGHTING
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#elif defined(_RIM_LIGHTING)
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#undef _FOG
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#undef _DIFFUSE_RAMP
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#else
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#undef _DIFFUSE_RAMP
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#undef _RIM_LIGHTING
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#endif
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#endif
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#if defined(PER_PIXEL_LIGHTING)
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#if defined(_NORMALMAP) && defined(_DIFFUSE_RAMP)
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#define ATTENUATIONS TEXCOORD9
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#if defined(_RIM_LIGHTING)
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#define _POS_WORLD_INDEX TEXCOORD10
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#define _FOG_COORD_INDEX 11
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#else
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#define _FOG_COORD_INDEX 10
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#endif
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#elif defined(_NORMALMAP) != defined(_DIFFUSE_RAMP)
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#define ATTENUATIONS TEXCOORD8
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#if defined(_RIM_LIGHTING)
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#define _POS_WORLD_INDEX TEXCOORD9
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#define _FOG_COORD_INDEX 10
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#else
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#define _FOG_COORD_INDEX 9
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#endif
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#else //!_DIFFUSE_RAMP && !_NORMALMAP
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#if defined(_RIM_LIGHTING)
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#define _POS_WORLD_INDEX TEXCOORD8
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#define _FOG_COORD_INDEX 9
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#else
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#define _FOG_COORD_INDEX 8
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#endif
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#endif
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#else //!PER_PIXEL_LIGHTING
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#define _FOG_COORD_INDEX 2
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#endif
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////////////////////////////////////////
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// Vertex output struct
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//
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struct VertexOutput
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{
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float4 pos : SV_POSITION;
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fixed4 color : COLOR;
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float3 texcoord : TEXCOORD0;
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#if defined(PER_PIXEL_LIGHTING)
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half4 VertexLightInfo0 : TEXCOORD1;
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half4 VertexLightInfo1 : TEXCOORD2;
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half4 VertexLightInfo2 : TEXCOORD3;
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half4 VertexLightInfo3 : TEXCOORD4;
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half4 VertexLightInfo4 : TEXCOORD5;
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#if defined(_NORMALMAP)
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half4 normalWorld : TEXCOORD6;
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half4 tangentWorld : TEXCOORD7;
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half4 binormalWorld : TEXCOORD8;
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#else
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half3 normalWorld : TEXCOORD6;
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half3 VertexLightInfo5 : TEXCOORD7;
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#endif
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#if defined(_DIFFUSE_RAMP)
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half4 LightAttenuations : ATTENUATIONS;
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#endif
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#if defined(_RIM_LIGHTING)
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float4 posWorld : _POS_WORLD_INDEX;
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#endif
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#else //!PER_PIXEL_LIGHTING
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half3 FullLighting : TEXCOORD1;
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#endif // !PER_PIXEL_LIGHTING
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#if defined(_FOG)
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UNITY_FOG_COORDS(_FOG_COORD_INDEX)
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#endif // _FOG
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};
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////////////////////////////////////////
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// Light calculations
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//
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struct VertexLightInfo
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{
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half3 lightDirection;
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fixed3 lightColor;
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#if defined(_DIFFUSE_RAMP)
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float attenuation;
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#endif // _DIFFUSE_RAMP
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};
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inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
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{
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VertexLightInfo lightInfo;
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//For directional lights unity_LightPosition.w is set to zero
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lightInfo.lightDirection = unity_LightPosition[index].xyz - viewPos.xyz * unity_LightPosition[index].w;
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float lengthSq = dot(lightInfo.lightDirection, lightInfo.lightDirection);
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// don't produce NaNs if some vertex position overlaps with the light
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lengthSq = max(lengthSq, 0.000001);
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lightInfo.lightDirection *= rsqrt(lengthSq);
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float attenuation = 1.0 / (1.0 + lengthSq * unity_LightAtten[index].z);
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#if defined(SPOT_LIGHTS)
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//Spot light attenuation - for non-spot lights unity_LightAtten.x is set to -1 and y is set to 1
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{
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float rho = max (0, dot(lightInfo.lightDirection, unity_SpotDirection[index].xyz));
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float spotAtt = (rho - unity_LightAtten[index].x) * unity_LightAtten[index].y;
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attenuation *= saturate(spotAtt);
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}
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#endif // SPOT_LIGHTS
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//If using a diffuse ramp texture then need to pass through the lights attenuation, otherwise premultiply the light color with it
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#if defined(_DIFFUSE_RAMP)
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lightInfo.lightColor = unity_LightColor[index].rgb;
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lightInfo.attenuation = attenuation;
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#else
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lightInfo.lightColor = unity_LightColor[index].rgb * attenuation;
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#endif // _DIFFUSE_RAMP
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return lightInfo;
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}
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fixed3 calculateAmbientLight(half3 normalWorld)
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{
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#if defined(_SPHERICAL_HARMONICS)
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//Magic constants used to tweak ambient to approximate pixel shader spherical harmonics
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static const fixed3 worldUp = fixed3(0,1,0);
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static const float skyGroundDotMul = 2.5;
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static const float minEquatorMix = 0.5;
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static const float equatorColorBlur = 0.33;
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float upDot = dot(normalWorld, worldUp);
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//Fade between a flat lerp from sky to ground and a 3 way lerp based on how bright the equator light is.
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//This simulates how directional lights get blurred using spherical harmonics
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//Work out color from ground and sky, ignoring equator
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float adjustedDot = upDot * skyGroundDotMul;
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fixed3 skyGroundColor = lerp(unity_AmbientGround, unity_AmbientSky, saturate((adjustedDot + 1.0) * 0.5));
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//Work out equator lights brightness
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float equatorBright = saturate(dot(unity_AmbientEquator.rgb, unity_AmbientEquator.rgb));
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//Blur equator color with sky and ground colors based on how bright it is.
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fixed3 equatorBlurredColor = lerp(unity_AmbientEquator, saturate(unity_AmbientEquator + unity_AmbientGround + unity_AmbientSky), equatorBright * equatorColorBlur);
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//Work out 3 way lerp inc equator light
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fixed3 equatorColor = lerp(equatorBlurredColor, unity_AmbientGround, -upDot) * step(upDot, 0) + lerp(equatorBlurredColor, unity_AmbientSky, upDot) * step(0, upDot);
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//Mix the two colors together based on how bright the equator light is
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return lerp(skyGroundColor, equatorColor, saturate(equatorBright + minEquatorMix)) * 0.75;
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#else // !_SPHERICAL_HARMONICS
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//Flat ambient is just the sky color
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return unity_AmbientSky.rgb * 0.75;
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#endif // !_SPHERICAL_HARMONICS
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}
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////////////////////////////////////////
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// Light Packing Functions
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//
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#if defined(_DIFFUSE_RAMP)
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inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 viewNormal, half3 lightViewDir, float attenuation)
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{
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float angleDot = max(0, dot(viewNormal, lightViewDir));
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return calculateRampedDiffuse(lightColor, attenuation, angleDot);
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}
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#else
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inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 viewNormal, half3 lightViewDir)
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{
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float angleDot = max(0, dot(viewNormal, lightViewDir));
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return attenuatedLightColor * angleDot;
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}
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#endif // _NORMALMAP
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#if defined(PER_PIXEL_LIGHTING)
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#define VERTEX_LIGHT_0_DIR VertexLightInfo0.xyz
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#define VERTEX_LIGHT_0_R VertexLightInfo4.x
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#define VERTEX_LIGHT_0_G VertexLightInfo4.y
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#define VERTEX_LIGHT_0_B VertexLightInfo4.z
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#define VERTEX_LIGHT_1_DIR VertexLightInfo1.xyz
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#define VERTEX_LIGHT_1_R VertexLightInfo0.w
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#define VERTEX_LIGHT_1_G VertexLightInfo1.w
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#define VERTEX_LIGHT_1_B VertexLightInfo2.w
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#define VERTEX_LIGHT_2_DIR VertexLightInfo2.xyz
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#define VERTEX_LIGHT_2_R VertexLightInfo3.w
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#define VERTEX_LIGHT_2_G VertexLightInfo4.w
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#define VERTEX_LIGHT_2_B texcoord.z
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#define VERTEX_LIGHT_3_DIR VertexLightInfo3.xyz
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#if defined(_NORMALMAP)
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#define VERTEX_LIGHT_3_R normalWorld.w
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#define VERTEX_LIGHT_3_G tangentWorld.w
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#define VERTEX_LIGHT_3_B binormalWorld.w
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#else
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#define VERTEX_LIGHT_3_R VertexLightInfo5.x
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#define VERTEX_LIGHT_3_G VertexLightInfo5.y
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#define VERTEX_LIGHT_3_B VertexLightInfo5.z
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#endif
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#if defined(_DIFFUSE_RAMP)
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#define LIGHT_DIFFUSE_ATTEN_0 LightAttenuations.x
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#define LIGHT_DIFFUSE_ATTEN_1 LightAttenuations.y
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#define LIGHT_DIFFUSE_ATTEN_2 LightAttenuations.z
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#define LIGHT_DIFFUSE_ATTEN_3 LightAttenuations.w
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#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo) \
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{ \
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output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuation; \
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}
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#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
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{ \
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diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
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}
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#else
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#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo)
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#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
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{ \
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diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir); \
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}
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#endif
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#define PACK_VERTEX_LIGHT(index, output, viewPos) \
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{ \
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VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos); \
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output.VERTEX_LIGHT_##index##_DIR = lightInfo.lightDirection; \
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output.VERTEX_LIGHT_##index##_R = lightInfo.lightColor.r; \
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output.VERTEX_LIGHT_##index##_G = lightInfo.lightColor.g; \
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output.VERTEX_LIGHT_##index##_B = lightInfo.lightColor.b; \
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PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo); \
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}
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#define ADD_VERTEX_LIGHT(index, input, viewNormal, diffuse) \
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{ \
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half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
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fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
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ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
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}
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#else //!PER_PIXEL_LIGHTING
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////////////////////////////////////////
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// Vertex Only Functions
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//
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inline fixed3 calculateLightDiffuse(int index, float3 viewPos, half3 viewNormal)
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{
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VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
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float angleDot = max(0, dot(viewNormal, lightInfo.lightDirection));
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return lightInfo.lightColor * angleDot;
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}
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#endif // !PER_PIXEL_LIGHTING
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////////////////////////////////////////
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// Vertex program
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//
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VertexOutput vert(VertexInput input)
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{
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VertexOutput output;
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output.pos = calculateLocalPos(input.vertex);
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output.color = calculateVertexColor(input.color);
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output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
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float3 viewPos = UnityObjectToViewPos(input.vertex);
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#if defined(PER_PIXEL_LIGHTING)
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#if defined(_RIM_LIGHTING)
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output.posWorld = calculateWorldPos(input.vertex);
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#endif
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PACK_VERTEX_LIGHT(0, output, viewPos)
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PACK_VERTEX_LIGHT(1, output, viewPos)
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PACK_VERTEX_LIGHT(2, output, viewPos)
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PACK_VERTEX_LIGHT(3, output, viewPos)
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output.normalWorld.xyz = calculateSpriteWorldNormal(input);
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#if defined(_NORMALMAP)
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output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
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output.binormalWorld.xyz = calculateSpriteWorldBinormal(output.normalWorld, output.tangentWorld, input.tangent.w);
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#endif
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#else // !PER_PIXEL_LIGHTING
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//Just pack full lighting
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float3 viewNormal = calculateSpriteViewNormal(input);
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//Get Ambient diffuse
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float3 normalWorld = calculateSpriteWorldNormal(input);
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fixed3 ambient = calculateAmbientLight(normalWorld);
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fixed3 diffuse = calculateLightDiffuse(0, viewPos, viewNormal);
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diffuse += calculateLightDiffuse(1, viewPos, viewNormal);
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diffuse += calculateLightDiffuse(2, viewPos, viewNormal);
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diffuse += calculateLightDiffuse(3, viewPos, viewNormal);
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output.FullLighting = ambient + diffuse;
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#endif // !PER_PIXEL_LIGHTING
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#if defined(_FOG)
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UNITY_TRANSFER_FOG(output, output.pos);
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#endif // _FOG
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return output;
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}
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////////////////////////////////////////
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// Fragment program
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//
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fixed4 frag(VertexOutput input) : SV_Target
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{
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fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
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ALPHA_CLIP(texureColor, input.color)
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#if defined(PER_PIXEL_LIGHTING)
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#if defined(_NORMALMAP)
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half3 normalWorld = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
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#else
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half3 normalWorld = input.normalWorld.xyz;
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#endif
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//Get Ambient diffuse
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fixed3 ambient = calculateAmbientLight(normalWorld);
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//Find vertex light diffuse
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fixed3 diffuse = fixed3(0,0,0);
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//Add each vertex light to diffuse
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half3 normalView = normalize(mul((float3x3)UNITY_MATRIX_V, normalWorld));
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ADD_VERTEX_LIGHT(0, input, normalView, diffuse)
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ADD_VERTEX_LIGHT(1, input, normalView, diffuse)
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ADD_VERTEX_LIGHT(2, input, normalView, diffuse)
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ADD_VERTEX_LIGHT(3, input, normalView, diffuse)
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fixed3 lighting = ambient + diffuse;
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APPLY_EMISSION(lighting, input.texcoord.xy)
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fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
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#if defined(_RIM_LIGHTING)
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pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
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#endif
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#else // !PER_PIXEL_LIGHTING
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APPLY_EMISSION(input.FullLighting, input.texcoord.xy)
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fixed4 pixel = calculateLitPixel(texureColor, input.color, input.FullLighting);
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#endif // !PER_PIXEL_LIGHTING
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COLORISE(pixel)
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#if defined(_FOG)
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fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
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UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
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#endif // _FOG
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return pixel;
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}
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#endif // SPRITE_VERTEX_LIGHTING_INCLUDED |