Project_WL/Assets/_MK/MKToon/Shader/Lib/Lighting.hlsl

1140 lines
44 KiB
HLSL

//////////////////////////////////////////////////////
// MK Toon Lighting //
// //
// Created by Michael Kremmel //
// www.michaelkremmel.de //
// Copyright © 2020 All rights reserved. //
//////////////////////////////////////////////////////
#ifndef MK_TOON_LIGHTING
#define MK_TOON_LIGHTING
#include "Core.hlsl"
#if defined(MK_URP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#elif defined(MK_LWRP)
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Lighting.hlsl"
#else
#include "AutoLight.cginc"
#include "UnityGlobalIllumination.cginc"
#ifdef POINT
#define UNITY_LIGHT_ATTENUATION_DISTANCE(destName, input, worldPos) \
unityShadowCoord3 lightDistanceCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \
fixed destName = tex2D(_LightTexture0, dot(lightDistanceCoord, lightDistanceCoord).rr).r;
#endif
#ifdef SPOT
#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
#define DECLARE_LIGHT_DISTANCE_COORD(input, worldPos) unityShadowCoord4 lightDistanceCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1))
#else
#define DECLARE_LIGHT_DISTANCE_COORD(input, worldPos) unityShadowCoord4 lightDistanceCoord = input._LightCoord
#endif
#define UNITY_LIGHT_ATTENUATION_DISTANCE(destName, input, worldPos) \
DECLARE_LIGHT_DISTANCE_COORD(input, worldPos); \
fixed destName = (lightDistanceCoord.z > 0) * UnitySpotCookie(lightDistanceCoord) * UnitySpotAttenuate(lightDistanceCoord.xyz);
#endif
#ifdef DIRECTIONAL
#define UNITY_LIGHT_ATTENUATION_DISTANCE(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos);
#endif
#ifdef POINT_COOKIE
#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
#define DECLARE_LIGHT_DISTANCE_COORD(input, worldPos) unityShadowCoord3 lightDistanceCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz
#else
#define DECLARE_LIGHT_DISTANCE_COORD(input, worldPos) unityShadowCoord3 lightDistanceCoord = input._LightCoord
#endif
#define UNITY_LIGHT_ATTENUATION_DISTANCE(destName, input, worldPos) \
DECLARE_LIGHT_DISTANCE_COORD(input, worldPos); \
fixed destName = tex2D(_LightTextureB0, dot(lightDistanceCoord, lightDistanceCoord).rr).r * texCUBE(_LightTexture0, lightDistanceCoord).w;
#endif
#ifdef DIRECTIONAL_COOKIE
#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
#define DECLARE_LIGHT_DISTANCE_COORD(input, worldPos) unityShadowCoord2 lightDistanceCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy
#else
#define DECLARE_LIGHT_DISTANCE_COORD(input, worldPos) unityShadowCoord2 lightDistanceCoord = input._LightCoord
#endif
#define UNITY_LIGHT_ATTENUATION_DISTANCE(destName, input, worldPos) \
DECLARE_LIGHT_DISTANCE_COORD(input, worldPos); \
fixed destName = tex2D(_LightTexture0, lightDistanceCoord).w;
#endif
#endif
#include "Surface.hlsl"
// ------------------------------------------------------------------------------------------
// Note: The complete lighting is not entirely physically "correct"
// Distribution, Fresnel and Geometric terms are customized
// Because its a toon shader its required to mix colors up to a qualitative artistic look
// However most calculations follow a realistic input and create a toon output based on it
// Schlick Visibility is avoided by now to maintain a scalar pipeline. C.Sch. approximation is post multiplied instead
// Diffuse terms are expected to be a scalar instead of vec3, its later scaled to rgb
// The gooch is not implemented the way it was originally developed, spec / lightTransmission applied after gooch (should match the original implementation)
// Minnaert and Oren Nayar[0, PI / 2] roughness is not straightforward, in this implementation the GGX roughness is still used.
// Oren Nayar albedo is expected to be 1 to maintain scalar pipeline
// Lighting instructions are split on 4 component => (vector (RGB), scalar (A))
// not all operations can be done in a single cycle, therefore the goal is to compute the raw value and then try to fit into a MAD for the final output
// this should give best trade off in terms of readability and performance
// ------------------------------------------------------------------------------------------
struct MKLight
{
half3 color;
half3 radiometricColor;
half3 dirWorld;
half attenuation;
half distanceAttenuation;
half shadowAttenuation;
#if defined(MK_URP) && UNITY_VERSION >= 202120
uint layerMask;
#endif
#ifdef MK_LEGACY_RP
#ifdef MK_HANDLE_SHADOWS_BLENDING_IN_GI
half giBlend;
#endif
#endif
};
struct MKGI
{
half3 diffuse;
half3 specular;
};
struct MKGlossyEnvironmentData
{
half roughness;
half3 reflectDirection;
};
struct MKLightData
{
#ifdef MK_V_DOT_L
half VoL;
#endif
#ifdef MK_N_DOT_L
half NoLRaw;
half NoL;
#endif
#ifdef MK_LND
half3 LND;
#endif
#ifdef MK_V_DOT_LND
half VoLND;
#endif
#ifdef MK_LHV
half3 LHV;
#endif
#ifdef MK_L_DOT_LHV
half LoLHV;
#endif
#ifdef MK_V_DOT_LHV
half VoLHV;
half oneMinusVoHV;
#endif
#ifdef MK_T_DOT_LHV
half ToLHV;
#endif
#ifdef MK_B_DOT_LHV
half BoLHV;
#endif
#ifdef MK_N_DOT_LHV
half NoLHV;
#endif
#ifdef MK_ML_REF_N
half3 MLrN;
#endif
#ifdef MK_ML_DOT_V
half MLoV;
#endif
#ifdef MK_ML_REF_N_DOT_V
half MLrNoV;
#endif
};
/////////////////////////////////////////////////////////////////////////////////////////////
// Lighting Helpers
/////////////////////////////////////////////////////////////////////////////////////////////
#define DECLARE_LIGHTMAP_UV(i) float4 lightmapUV : TEXCOORD##i
#define DECLARE_STATIC_LIGHTMAP_INPUT(i) float2 staticLightmapUV : TEXCOORD##i
#if defined(MK_URP) || defined(MK_LWRP)
float4 MKGetShadowCoord(VertexPositionInputs vertexInput)
{
#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(MK_SURFACE_TYPE_TRANSPARENT)
return ComputeScreenPos(vertexInput.positionCS);
#else
return TransformWorldToShadowCoord(vertexInput.positionWS);
#endif
}
#define DECLARE_DYNAMIC_LIGHTMAP_INPUT(i) float2 dynamicLightmapUV : TEXCOORD##i;
/*
#if !defined(_MAIN_LIGHT_SHADOWS_CASCADE)
#define DECLARE_LIGHTING_COORDS(i, j) float4 _ShadowCoord : TEXCOORD##i;
#else
#define DECLARE_LIGHTING_COORDS(i, j)
#endif
*/
//lighting coords are currently also used for later PS usage when cascade is enabled, so always set shadow coord
#define DECLARE_LIGHTING_COORDS(i, j) float4 _ShadowCoord : TEXCOORD##i;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
#if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(MK_SURFACE_TYPE_TRANSPARENT)
#define TRANSFORM_WORLD_TO_SHADOW_COORDS(o, i, l) l._ShadowCoord = ComputeScreenPos(l.SV_CLIP_POS);
#else
#define TRANSFORM_WORLD_TO_SHADOW_COORDS(o, i, l) l._ShadowCoord = TransformWorldToShadowCoord(o.positionWorld.xyz);
#endif
#else
#define TRANSFORM_WORLD_TO_SHADOW_COORDS(o, i, l) l._ShadowCoord = float4(0, 0, 0, 0);
#endif
#else
#define DECLARE_DYNAMIC_LIGHTMAP_INPUT(i) float2 dynamicLightmapUV : TEXCOORD##i;
#if UNITY_VERSION >= 201810
#define DECLARE_LIGHTING_COORDS(i, j) UNITY_LIGHTING_COORDS(6,7)
#else
#define DECLARE_LIGHTING_COORDS(i, j) UNITY_SHADOW_COORDS(6)
#endif
#if UNITY_VERSION >= 201810
#define TRANSFORM_WORLD_TO_SHADOW_COORDS(o, i, l) UNITY_TRANSFER_LIGHTING(l, i.staticLightmapUV);
#else
#define TRANSFORM_WORLD_TO_SHADOW_COORDS(o, i, l) UNITY_TRANSFER_SHADOW(l, i.staticLightmapUV);
#endif
#endif
struct VertexOutputLight
{
float4 SV_CLIP_POS : SV_POSITION;
#ifdef MK_LIT
#ifdef MK_VERTEX_LIGHTING
//should be automatically clamped (0 - 1) at a 8bit precision, still enough for a simple vertex lighting
half3 vertexLighting : COLOR1;
#endif
#ifdef MK_LIGHTMAP_UV
DECLARE_LIGHTMAP_UV(5);
#endif
DECLARE_LIGHTING_COORDS(6, 7)
#endif
};
#if UNITY_VERSION < 60000000 && defined(MK_URP) || defined(MK_LEGACY_RP)
inline half3 ComputeSHVertex(half3 normalWorld)
{
#if defined(MK_URP) || defined(MK_LWRP)
return SampleSHVertex(normalWorld);
#else
return ShadeSHPerVertex(normalWorld, 0); //Base Ambient = 0 0 0
#endif
}
inline half3 ComputeSHVertex(float3 positionWorld, half3 normalWorld, half3 viewDirectionWorld)
{
#if defined(MK_URP) && UNITY_VERSION >= 202310 && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
return SampleProbeVolumeVertex(positionWorld, normalWorld, viewDirectionWorld);
#else
return ComputeSHVertex(normalWorld);
#endif
}
inline float2 ComputeStaticLightmapUV(float2 staticLightmapUV)
{
return staticLightmapUV * unity_LightmapST.xy + unity_LightmapST.zw;
}
inline float2 ComputeDynamicLightmapUV(float2 dynamicLightmapUV)
{
return dynamicLightmapUV * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
#endif
#if defined(MK_LIGHT_BANDED)
#define LIGHT_STYLE_RAW_1D(value, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = Banding(value, _LightBands, smoothnessMin, smoothnessMax, threshold, _LightBandsScale)
#elif defined(MK_LIGHT_CEL)
#define LIGHT_STYLE_RAW_1D(value, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = Cel(threshold, smoothnessMin, smoothnessMax, value)
#elif defined(MK_LIGHT_RAMP)
#define LIGHT_STYLE_RAW_1D(value, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = SampleRamp1D(PASS_TEXTURE_2D(ramp, samplerRamp), value).r
#else //MK_LIGHT_BUILTIN
#define LIGHT_STYLE_RAW_1D(value, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = max(0.0, value)
#endif
#if defined(MK_LIGHT_BANDED)
#define LIGHT_STYLE_RAW_2D(value, atten, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = Banding(value, _LightBands, smoothnessMin, smoothnessMax, threshold, _LightBandsScale)
#elif defined(MK_LIGHT_CEL)
#define LIGHT_STYLE_RAW_2D(value, atten, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = Cel(threshold, smoothnessMin, smoothnessMax, value)
#elif defined(MK_LIGHT_RAMP)
#define LIGHT_STYLE_RAW_2D(value, atten, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = SampleRamp2D(PASS_TEXTURE_2D(ramp, samplerRamp), half2(value, atten)).r
#else //MK_LIGHT_BUILTIN
#define LIGHT_STYLE_RAW_2D(value, atten, threshold, smoothnessMin, smoothnessMax, ramp, samplerRamp) value = max(0.0, value)
#endif
#if defined(MK_ARTISTIC_DRAWN)
#define ARTISTIC_RAW(value) value = Drawn(value, surface.artistic0, _DrawnClampMin, _DrawnClampMax)
#elif defined(MK_ARTISTIC_HATCHING)
#define ARTISTIC_RAW(value) value = Hatching(surface.artistic0, surface.artistic1, value, 0.166667h)
#elif defined(MK_ARTISTIC_SKETCH)
#define ARTISTIC_RAW(value) value = Sketch(surface.artistic0, 1, value)
#else
#define ARTISTIC_RAW(value)
#endif
#if defined(MK_ARTISTIC_DRAWN)
#define ARTISTIC_RAW_ADDITIVE(value) value = Drawn(value, surface.artistic0, _DrawnClampMax) * step(HALF_MIN, value)
#elif defined(MK_ARTISTIC_HATCHING)
#define ARTISTIC_RAW_ADDITIVE(value) value = Hatching(surface.artistic0, surface.artistic1, value, 0) * step(HALF_MIN, value)
#elif defined(MK_ARTISTIC_SKETCH)
#define ARTISTIC_RAW_ADDITIVE(value) value = Sketch(surface.artistic0, value) * step(HALF_MIN, value)
#else
#define ARTISTIC_RAW_ADDITIVE(value)
#endif
#if defined(MK_ARTISTIC_DRAWN)
#define ARTISTIC_RAW_MASKED(value, shadowMask, compare) value = Drawn(value, surface.artistic0, _DrawnClampMin, _DrawnClampMax) * step(HALF_MIN, compare)
#elif defined(MK_ARTISTIC_HATCHING)
#define ARTISTIC_RAW_MASKED(value, shadowMask, compare) value = Hatching(surface.artistic0, surface.artistic1, value, lerp(0, 0.166667h, shadowMask)) * step(HALF_MIN, compare)
#elif defined(MK_ARTISTIC_SKETCH)
#define ARTISTIC_RAW_MASKED(value, shadowMask, compare) value = Sketch(surface.artistic0, 1, value) * step(HALF_MIN, compare)
#else
#define ARTISTIC_RAW_MASKED(value, shadowMask, compare)
#endif
#if defined(MK_ARTISTIC_DRAWN)
#define ARTISTIC_RAW_SHADOW_MASKED(value, shadowMask, compare) value = Drawn(value, surface.artistic0, lerp(_DrawnClampMin, _ArtisticShadowFilter, shadowMask), _DrawnClampMax) * step(HALF_MIN, compare)
#elif defined(MK_ARTISTIC_HATCHING)
#define ARTISTIC_RAW_SHADOW_MASKED(value, shadowMask, compare) value = Hatching(surface.artistic0, surface.artistic1, value, lerp(0, _ArtisticShadowFilter, shadowMask)) * step(HALF_MIN, compare)
#elif defined(MK_ARTISTIC_SKETCH)
#define ARTISTIC_RAW_SHADOW_MASKED(value, shadowMask, compare) value = Sketch(surface.artistic0, 1, lerp(value, _ArtisticShadowFilter, shadowMask)) * step(HALF_MIN, compare)
#else
#define ARTISTIC_RAW_SHADOW_MASKED(value, shadowMask, compare)
#endif
#define TRANSFER_SCALAR_TO_VECTOR(value) value.rgb = value.a
//Isotropic Reflection
inline MKGlossyEnvironmentData SetupGlossyEnvironmentData(half3 reflectDirection, half roughness)
{
MKGlossyEnvironmentData data;
data.roughness = roughness;
data.reflectDirection = reflectDirection;
return data;
}
//Anisotropic Reflection
inline MKGlossyEnvironmentData SetupGlossyEnvironmentData(half3 reflectDirection, half3 bitangentWorld, half3 tangentWorld, half3 normalWorld, half anisotropy, half roughness)
{
MKGlossyEnvironmentData data;
data.roughness = roughness;
//based on Rendering the World of Far Cry 4, McAuley Stephen
//streching could be optimized to align the aniso direction in a more correct way
half3 stretchDir;
#if SHADER_TARGET >= 30
stretchDir = anisotropy > 0 ? bitangentWorld : tangentWorld;
#else
stretchDir = bitangentWorld;
#endif
half3 reflectNormal = MKSafeNormalize(lerp(normalWorld, cross(cross(reflectDirection, stretchDir), stretchDir), abs(anisotropy) * 0.5));
data.reflectDirection = reflectDirection - 2.0 * dot(reflectNormal, reflectDirection) * reflectNormal;
return data;
}
//GI functions should match input
inline MKGI MKGlobalIllumination(in MKGlossyEnvironmentData glossyED, half occlusion, MKLight mkLight, in MKSurfaceData surfaceData)
{
MKGI gi;
INITIALIZE_STRUCT(MKGI, gi);
gi.diffuse = half3(0,0,0);
gi.specular = half3(0,0,0);
#ifdef MK_INDIRECT
#if defined(MK_URP) || defined(MK_LWRP)
#if UNITY_VERSION >= 60000009
#if defined(DYNAMICLIGHTMAP_ON)
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.xy, surfaceData.lightmapUV.zw, surfaceData.lightmapUV.rgb, surfaceData.normalWorld);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.rgb,
GetAbsolutePositionWS(surfaceData.positionWorld),
surfaceData.normalWorld,
surfaceData.viewWorld,
surfaceData.svPositionClip.xy,
surfaceData.probeOcclusion,
surfaceData.shadowMask);
#else
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.xy, surfaceData.lightmapUV.rgb, surfaceData.normalWorld);
#endif
#elif UNITY_VERSION >= 60000000
#if defined(DYNAMICLIGHTMAP_ON)
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.xy, surfaceData.lightmapUV.zw, surfaceData.lightmapUV.rgb, surfaceData.normalWorld);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.rgb,
GetAbsolutePositionWS(surfaceData.positionWorld),
surfaceData.normalWorld,
surfaceData.viewWorld,
surfaceData.svPositionClip.xy);
#else
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.xy, surfaceData.lightmapUV.rgb, surfaceData.normalWorld);
#endif
#elif UNITY_VERSION >= 202310
#if defined(DYNAMICLIGHTMAP_ON)
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.xy, surfaceData.lightmapUV.zw, surfaceData.lightmapUV.rgb, surfaceData.normalWorld);
#elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2))
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.rgb,
GetAbsolutePositionWS(surfaceData.positionWorld),
surfaceData.normalWorld,
surfaceData.viewWorld,
surfaceData.svPositionClip.xy);
#else
gi.diffuse = SAMPLE_GI(surfaceData.lightmapUV.xy, surfaceData.lightmapUV.rgb, surfaceData.normalWorld);
#endif
#else
#if defined(LIGHTMAP_ON) && defined(DYNAMICLIGHTMAP_ON)
gi.diffuse = SampleLightmap(surfaceData.lightmapUV.xy, surfaceData.lightmapUV.zw, surfaceData.normalWorld);
#elif defined(DYNAMICLIGHTMAP_ON)
gi.diffuse = SampleLightmap(0, surfaceData.lightmapUV.zw, surfaceData.normalWorld);
#elif defined(LIGHTMAP_ON)
#if UNITY_VERSION >= 202120
gi.diffuse = SampleLightmap(surfaceData.lightmapUV.xy, 0, surfaceData.normalWorld);
#else
gi.diffuse = SampleLightmap(surfaceData.lightmapUV.xy, surfaceData.normalWorld);
#endif
#else
gi.diffuse = SampleSHPixel(surfaceData.lightmapUV.rgb, surfaceData.normalWorld);
#endif
#endif
gi.diffuse *= occlusion;
#if UNITY_VERSION >= 202220
gi.specular = GlossyEnvironmentReflection(glossyED.reflectDirection, surfaceData.positionWorld, glossyED.roughness, occlusion, surfaceData.screenUV.xy);
#else
gi.specular = GlossyEnvironmentReflection(glossyED.reflectDirection, glossyED.roughness, occlusion);
#endif
return gi;
#else
UnityGIInput giInput;
UnityLight unityLight;
unityLight.color = mkLight.color;
unityLight.dir = mkLight.dirWorld;
giInput.light = unityLight;
giInput.worldPos = surfaceData.positionWorld;
#ifdef MK_ENVIRONMENT_REFLECTIONS_AMBIENT
giInput.worldViewDir = -surfaceData.viewWorld;
#else
giInput.worldViewDir = 0;
#endif
giInput.atten = mkLight.attenuation;
#if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
giInput.ambient = 0;
giInput.lightmapUV = surfaceData.lightmapUV;
#endif
#if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL
giInput.ambient = surfaceData.lightmapUV.rgb;
giInput.lightmapUV = 0;
#endif
giInput.probeHDR[0] = unity_SpecCube0_HDR;
giInput.probeHDR[1] = unity_SpecCube1_HDR;
#if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
giInput.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
#endif
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
giInput.boxMax[0] = unity_SpecCube0_BoxMax;
giInput.probePosition[0] = unity_SpecCube0_ProbePosition;
giInput.boxMax[1] = unity_SpecCube1_BoxMax;
giInput.boxMin[1] = unity_SpecCube1_BoxMin;
giInput.probePosition[1] = unity_SpecCube1_ProbePosition;
#endif
//indirect specular depends on the _GLOSSYREFLECTIONS_OFF keyword by default
//however its not defined in the non glossy MKGI function and we get no indirect specular via the unity_IndirectSpecColor RGB
//so we always create the glossy environment
Unity_GlossyEnvironmentData uge;
uge.roughness = glossyED.roughness;
uge.reflUVW = glossyED.reflectDirection;
UnityGI unityGI = UnityGlobalIllumination(giInput, occlusion, surfaceData.normalWorld, uge);
gi.diffuse = unityGI.indirect.diffuse;
gi.specular = unityGI.indirect.specular;
#endif
return gi;
#endif
return gi;
}
inline half3 ComputeVertexLighting(float3 positionWorld, half3 normalWorld)
{
#if defined(MK_URP) || defined(MK_LWRP)
return VertexLighting(positionWorld, normalWorld);
#else
return Shade4PointLights
(
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, positionWorld, normalWorld
);
#endif
}
// Most clamping is using saturate instead of max due to alu/performance reasons
MKLightData ComputeLightData(in MKLight light, in MKSurfaceData surfaceData)
{
MKLightData lightData;
INITIALIZE_STRUCT(MKLightData, lightData);
#ifdef MK_V_DOT_L
lightData.VoL = saturate(dot(light.dirWorld, surfaceData.viewWorld));
#endif
#ifdef MK_N_DOT_L
lightData.NoLRaw = dot(surfaceData.normalWorld, light.dirWorld);
lightData.NoL = saturate(dot(surfaceData.normalWorld, light.dirWorld));
#endif
#ifdef MK_LND
//instead of the surface normal, normalized pos in object space could be used
#ifdef MK_LIGHT_TRANSMISSION_SUB_SURFACE_SCATTERING
lightData.LND = light.dirWorld + surfaceData.normalWorld * dot(_LightTransmissionDistortion, REL_LUMA);
#else //Translucent
lightData.LND = light.dirWorld + surfaceData.normalWorld * _LightTransmissionDistortion;
#endif
#endif
#ifdef MK_V_DOT_LND
lightData.VoLND = saturate(dot(surfaceData.viewWorld, -lightData.LND));
#endif
#ifdef MK_LHV
lightData.LHV = MKSafeNormalize(light.dirWorld + surfaceData.viewWorld);
#endif
#ifdef MK_V_DOT_LHV
lightData.VoLHV = saturate(dot(lightData.LHV, surfaceData.viewWorld));
lightData.oneMinusVoHV = 1.0 - lightData.VoLHV;
#endif
//tohv and bohv should not be clamped because of the aniso usage
#ifdef MK_T_DOT_LHV
lightData.ToLHV = dot(surfaceData.tangentWorld, lightData.LHV);
#endif
#ifdef MK_B_DOT_LHV
lightData.BoLHV = dot(surfaceData.bitangentWorld, lightData.LHV);
#endif
#ifdef MK_N_DOT_LHV
lightData.NoLHV = saturate(dot(surfaceData.normalWorld, lightData.LHV));
#endif
#ifdef MK_L_DOT_LHV
lightData.LoLHV = dot(light.dirWorld, lightData.LHV);
#endif
#ifdef MK_ML_REF_N
lightData.MLrN = reflect(-light.dirWorld, surfaceData.normalWorld);
#endif
#ifdef MK_ML_DOT_V
lightData.MLoV = saturate(dot(-light.dirWorld, surfaceData.viewWorld));
#endif
#ifdef MK_ML_REF_N_DOT_V
lightData.MLrNoV = saturate(dot(lightData.MLrN, surfaceData.viewWorld));
#endif
return lightData;
}
#ifdef MK_LIT
//not lit variants should result in compile issue if a light is accidentally used
#if defined(MK_URP) || defined(MK_LWRP)
MKLight ConvertURPLightToMKLight(Light light)
{
MKLight mkLight;
INITIALIZE_STRUCT(MKLight, mkLight);
mkLight.color = light.color;
mkLight.radiometricColor = mkLight.color * PI;
mkLight.attenuation = light.shadowAttenuation * light.distanceAttenuation;
mkLight.dirWorld = light.direction;
mkLight.distanceAttenuation = light.distanceAttenuation;
mkLight.shadowAttenuation = light.shadowAttenuation;
#if UNITY_VERSION >= 202120
mkLight.layerMask = light.layerMask;
#endif
return mkLight;
}
Light ConvertMKLightToURPLight(MKLight mkLight)
{
Light light;
INITIALIZE_STRUCT(Light, light);
light.color = mkLight.color;
light.direction = mkLight.dirWorld;
light.distanceAttenuation = mkLight.distanceAttenuation;
light.shadowAttenuation = mkLight.shadowAttenuation;
#if UNITY_VERSION >= 202120
light.layerMask = mkLight.layerMask;
#endif
return light;
}
#endif
#if defined(MK_URP) || defined(MK_LWRP)
#ifdef MK_LINEAR_lIGHT_DISTANCE_ATTENUATION
inline void LinearDistanceAttenuation(inout Light light, in MKSurfaceData surfaceData, in int index)
{
//color & light layers should be untouched
#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
float4 lightPositionWS = _AdditionalLightsBuffer[index].position;
half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[index].attenuation;
half4 spotDirection = _AdditionalLightsBuffer[index].spotDirection;
half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[index].occlusionProbeChannels;
#else
float4 lightPositionWS = _AdditionalLightsPosition[index];
half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[index];
half4 spotDirection = _AdditionalLightsSpotDir[index];
half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[index];
#endif
float3 LightToWorld = lightPositionWS.xyz - surfaceData.positionWorld * lightPositionWS.w;
float distanceSqr = max(dot(LightToWorld, LightToWorld), HALF_MIN);
half3 LightDir = half3(LightToWorld * rsqrt(distanceSqr));
float lightRangeSqr = Rcp(distanceAndSpotAttenuation.x);
light.distanceAttenuation = saturate(saturate((1 - (distanceSqr / lightRangeSqr)) * 5.0) * Rcp(1.0 + 25.0 * distanceSqr / lightRangeSqr)) * AngleAttenuation(spotDirection.xyz, LightDir, distanceAndSpotAttenuation.zw);
}
#endif
#endif
MKLight ComputeMainLight(in MKSurfaceData surfaceData, inout VertexOutputLight vertexOutputLight)
{
MKLight mkLight;
INITIALIZE_STRUCT(MKLight, mkLight);
#if defined(MK_URP) || defined(MK_LWRP)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
//skip interpolator...
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
vertexOutputLight._ShadowCoord = TransformWorldToShadowCoord(surfaceData.positionWorld);
#else
vertexOutputLight._ShadowCoord = float4(0, 0, 0, 0);
#endif
#endif
#if defined(MK_URP) || defined(MK_LWRP)
Light light;
INITIALIZE_STRUCT(Light, light);
#if defined(MK_URP_2020_2_Or_Newer)
light = GetMainLight(vertexOutputLight._ShadowCoord, surfaceData.positionWorld, surfaceData.shadowMask);
#else
light = GetMainLight(vertexOutputLight._ShadowCoord);
#endif
mkLight.color = light.color;
mkLight.radiometricColor = mkLight.color * PI;
mkLight.attenuation = light.distanceAttenuation * light.shadowAttenuation;
mkLight.dirWorld = light.direction;
mkLight.distanceAttenuation = light.distanceAttenuation;
mkLight.shadowAttenuation = light.shadowAttenuation;
#if UNITY_VERSION >= 202120
mkLight.layerMask = light.layerMask;
#endif
#else
//lightdirection and attenuation
#ifdef USING_DIRECTIONAL_LIGHT
mkLight.dirWorld = MKSafeNormalize(_WorldSpaceLightPos0.xyz);
mkLight.distanceAttenuation = 1;
#else
mkLight.dirWorld = MKSafeNormalize(_WorldSpaceLightPos0.xyz - surfaceData.positionWorld);
//Atten Old
//mkLight.distanceAttenuation = saturate(1.0 - ((distance(_WorldSpaceLightPos0.xyz, surfaceData.positionWorld)) / Rcp(_LightPositionRange.w)));
UNITY_LIGHT_ATTENUATION_DISTANCE(distanceAtten, vertexOutputLight, surfaceData.positionWorld);
mkLight.distanceAttenuation = distanceAtten;
#endif
UNITY_LIGHT_ATTENUATION(atten, vertexOutputLight, surfaceData.positionWorld);
mkLight.shadowAttenuation = UNITY_SHADOW_ATTENUATION(vertexOutputLight, surfaceData.positionWorld);
#ifdef MK_HANDLE_SHADOWS_BLENDING_IN_GI
mkLight.giBlend = 0;
atten = mkLight.shadowAttenuation;
float shadowFade = UnityComputeShadowFade(UnityComputeShadowFadeDistance(surfaceData.positionWorld, dot(_WorldSpaceCameraPos - surfaceData.positionWorld, UNITY_MATRIX_V[2].xyz)));
float bakedOcclusion = UnitySampleBakedOcclusion(surfaceData.lightmapUV.xy, surfaceData.positionWorld);
atten = UnityMixRealtimeAndBakedShadows(atten, bakedOcclusion, shadowFade);
#if defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK)
mkLight.giBlend = atten;
#endif
#endif
mkLight.attenuation = atten;
mkLight.color = _LightColor0.rgb;
mkLight.radiometricColor = mkLight.color * PI;
#endif
return mkLight;
}
MKLight ComputeAdditionalLight(int index, in MKSurfaceData surfaceData, inout VertexOutputLight vertexOutputLight)
{
#if defined(MK_URP) || defined(MK_LWRP)
MKLight mkLight;
INITIALIZE_STRUCT(MKLight, mkLight);
Light light;
INITIALIZE_STRUCT(Light, light);
#if defined(MK_URP_2020_2_Or_Newer)
light = GetAdditionalLight(index, surfaceData.positionWorld, surfaceData.shadowMask);
#else
light = GetAdditionalLight(index, surfaceData.positionWorld);
#endif
#ifdef MK_LINEAR_lIGHT_DISTANCE_ATTENUATION
#if USE_FORWARD_PLUS
int lightIndex = index;
#else
int lightIndex = GetPerObjectLightIndex(index);
#endif
LinearDistanceAttenuation(light, surfaceData, lightIndex);
#endif
mkLight.distanceAttenuation = light.distanceAttenuation;
mkLight.color = light.color;
mkLight.radiometricColor = mkLight.color * PI;
mkLight.attenuation = light.distanceAttenuation * light.shadowAttenuation;
mkLight.dirWorld = light.direction;
mkLight.shadowAttenuation = light.shadowAttenuation;
#if UNITY_VERSION >= 202120
mkLight.layerMask = light.layerMask;
#endif
return mkLight;
#else
//On Legacy RP additional lights are computed per pass
return ComputeMainLight(surfaceData, vertexOutputLight);
#endif
}
#endif
inline half4 RimRawBright(half ndl, half size, half oneMinusVoN, half smoothness, Surface surface, MKLight light)
{
//to get a smoother rim ndl is multiplied into the interpolation
//to get a harder rim ndl could be multiplied afterwards
half4 rim;
rim.a = pow(oneMinusVoN, size);
#ifdef MK_THRESHOLD_MAP
rim.a -= _RimThresholdOffset * surface.thresholdOffset;
rim.a += _RimThresholdOffset * THRESHOLD_OFFSET_NORMALIZER;
#endif
LIGHT_STYLE_RAW_2D(rim.a, light.distanceAttenuation, T_V, smoothness, smoothness, _RimRamp, SAMPLER_CLAMPED_MAIN);
rim.a *= ndl;
ARTISTIC_RAW(rim.a);
TRANSFER_SCALAR_TO_VECTOR(rim);
return rim;
}
inline half4 RimRawDark(half ndl, half size, half oneMinusVoN, half smoothness, Surface surface, MKLight light)
{
half4 rim;
rim.a = pow(oneMinusVoN, size);
#ifdef MK_THRESHOLD_MAP
rim.a -= _RimThresholdOffset * surface.thresholdOffset;
rim.a += _RimThresholdOffset * THRESHOLD_OFFSET_NORMALIZER;
#endif
LIGHT_STYLE_RAW_2D(rim.a, light.distanceAttenuation, T_V, smoothness, smoothness, _RimRamp, SAMPLER_CLAMPED_MAIN);
rim.a *= ndl;
ARTISTIC_RAW(rim.a);
TRANSFER_SCALAR_TO_VECTOR(rim);
return rim;
}
//Rim with smooth interpolation
inline half4 RimRawEverything(half size, half oneMinusVoN, half smoothness, Surface surface)
{
half4 rim;
rim.a = pow(oneMinusVoN, size);
#ifdef MK_THRESHOLD_MAP
rim.a -= _RimThresholdOffset * surface.thresholdOffset;
rim.a += _RimThresholdOffset * THRESHOLD_OFFSET_NORMALIZER;
#endif
LIGHT_STYLE_RAW_1D(rim.a, T_V, smoothness, smoothness, _RimRamp, SAMPLER_CLAMPED_MAIN);
ARTISTIC_RAW(rim.a);
TRANSFER_SCALAR_TO_VECTOR(rim);
return rim;
}
inline half4 Iridescence(half size, half oneMinusVoN, half smoothness, Surface surface)
{
half4 iridescence;
iridescence.a = pow(oneMinusVoN, size);
#ifdef MK_THRESHOLD_MAP
iridescence.a -= _IridescenceThresholdOffset * surface.thresholdOffset;
iridescence.a += _IridescenceThresholdOffset * THRESHOLD_OFFSET_NORMALIZER;
#endif
#if !defined(MK_LIGHT_RAMP)
//only style scalar iridescence if lighting is not set to ramp
LIGHT_STYLE_RAW_1D(iridescence.a, T_V, smoothness, smoothness, _DiffuseRamp, SAMPLER_CLAMPED_MAIN);
#endif
ARTISTIC_RAW(iridescence.a);
TRANSFER_SCALAR_TO_VECTOR(iridescence);
iridescence.rgb *= (SampleRamp1D(PASS_TEXTURE_2D(_IridescenceRamp, SAMPLER_CLAMPED_MAIN), iridescence.a).rgb * _IridescenceColor.rgb);
return iridescence;
}
inline half Minnaert(half ndl, half vdn, half roughness)
{
return ndl * pow(saturate(ndl) * vdn, roughness);
}
half OrenNayar(half ndl, half ndv, half vdl, half roughness)
{
half3 rough = SafeDivide(roughness, roughness + half3(0.33, 0.13, 0.09));
half3 coeff = half3(1, 0, 0) + half3(-0.5, 0.17, 0.45) * rough;
half diff = vdl - ndl * ndv;
diff = SafeDivide(diff, lerp(max(ndl, ndv), 1, step(diff, 0)));
return ndl * (coeff.z * diff + coeff.y + coeff.x);
}
//Scale of the aniso
inline half2 AnisoScale(half roughness, half anisotropy)
{
//original ggx roughness
//half aspect = sqrt(1.0 - 0.9 * anisotropy);
//return half2(roughness / aspect, roughness * aspect);
//approximated
return half2(roughness * (1 + 0.9 * anisotropy), roughness * (1 - 0.9 * anisotropy));
}
inline half DistributionGGX(half NoLHV, half ToLHV, half BoLHV, half roughness, half anisoropy)
{
half2 anisoScale = AnisoScale(roughness, anisoropy);
half anisoStretch = anisoScale.x * anisoScale.y;
half p = Rcp(anisoStretch);
half ay = FastPow2(ToLHV) / FastPow2(anisoScale.x);
half ax = FastPow2(BoLHV) / FastPow2(anisoScale.y);
return INV_PI * p * Rcp(FastPow2(ay + ax + FastPow2(NoLHV)));
}
inline half DistributionGGX(half NoLHV, half roughnessP4)
{
return SafeDivide(roughnessP4, (PI * FastPow2(FastPow2(NoLHV) * (roughnessP4 - 1.0) + 1)));
}
inline half GeometricSchlickGGX(half VoN, half roughness)
{
return SafeDivide(VoN, (VoN * (1.0 - roughness) + roughness));
}
inline half GeometricSmithGGX(half VoN, half NoL, half roughness)
{
half directRoughness = FastPow2(roughness + 1.0) * 0.125;
return GeometricSchlickGGX(VoN, directRoughness) * GeometricSchlickGGX(NoL, directRoughness);
}
inline half3 FresnelCSch(half LoLHV, half3 f0)
{
//limit, because C.Sch goes to infinity instead of 1.
return saturate(SafeDivide(f0, LoLHV));
}
//Aniso specular blinn phong
/*
inline half BlinnSpecularAniso(half3 normal, half3 halfV, half ndhv, half shine, half offset, half4 aDir, half ndl)
{
half term = pow(lerp(ndhv, max(0.0, sin(radians((dot(MKSafeNormalize(normal + aDir.rgb), halfV) + offset) * 180.0))), aDir.a), shine);
#if SHADER_TARGET >= 30
return (ndl > 0.0) ? term : 0.0;
#else
return term;
#endif
}
*/
//specular blinn phong
inline half BlinnSpecular(half ndhv, half shine)
{
//exp2 instead of linear SHINE_MULT to match URP behavior
return pow(ndhv, exp2(10 * shine + 1));
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Lighting Indirect
/////////////////////////////////////////////////////////////////////////////////////////////
inline void LightingIndirect(inout Surface surface, in MKSurfaceData surfaceData, in MKPBSData pbsData, in MKLight light, in MKLightData lightData)
{
#ifdef MK_INDIRECT
#if defined(MK_ENVIRONMENT_REFLECTIONS_ADVANCED)
#ifdef MK_SPECULAR_ANISOTROPIC
MKGlossyEnvironmentData ged = SetupGlossyEnvironmentData(-surfaceData.viewWorld, surfaceData.bitangentWorld, surfaceData.tangentWorld, surfaceData.normalWorld, _Anisotropy, pbsData.roughness);
#else
MKGlossyEnvironmentData ged = SetupGlossyEnvironmentData(surfaceData.MVrN, pbsData.roughness);
#endif
#elif defined(MK_ENVIRONMENT_REFLECTIONS_AMBIENT)
MKGlossyEnvironmentData ged = SetupGlossyEnvironmentData(0, pbsData.roughness);
#endif
#if defined(MK_ENVIRONMENT_REFLECTIONS)
MKGI gi;
#if defined(MK_SCREEN_SPACE_OCCLUSION) && defined(MK_URP_2020_2_Or_Newer)
surface.occlusion.r *= surfaceData.ambientOcclusion.indirectAmbientOcclusion;
#endif
#if defined(MK_ENVIRONMENT_REFLECTIONS_ADVANCED)
gi = MKGlobalIllumination(ged, surface.occlusion.r, light, surfaceData);
#elif defined(MK_ENVIRONMENT_REFLECTIONS_AMBIENT)
gi = MKGlobalIllumination(ged, surface.occlusion.r, light, surfaceData);
#endif
#if defined(MK_URP) || defined(MK_LWRP)
Light urpLight;
INITIALIZE_STRUCT(Light, urpLight);
urpLight = ConvertMKLightToURPLight(light);
MixRealtimeAndBakedGI(urpLight, surfaceData.normalWorld, gi.diffuse);
#endif
/*
#ifdef MK_ARTISTIC
surface.indirect = lerp(0, gi.diffuse * pbsData.diffuseRadiance, surface.direct);
#else
surface.indirect = gi.diffuse * pbsData.diffuseRadiance;
#endif
*/
surface.indirect = gi.diffuse * pbsData.diffuseRadiance;
#else
surface.indirect = pbsData.specularRadiance * pbsData.reflectivity;
#endif
half3 iL;
half3 indirectReflectRadiance;
#if defined(MK_PBS)
indirectReflectRadiance = pbsData.specularRadiance;
#else //Simple
indirectReflectRadiance = 0;
#endif
#ifdef MK_FRESNEL_HIGHLIGHTS
//lerp(indirectReflectRadiance, saturate(pbsData.smoothness + pbsData.reflectivity), pbsData.fresnel); // lerp(0.33, 1, pbsData.smoothness)
iL = pbsData.fresnel;
#else
iL = indirectReflectRadiance;
#endif
#if defined(MK_ENVIRONMENT_REFLECTIONS)
surface.indirect += Rcp(pbsData.roughnessPow4 + 1.0) * gi.specular * iL;
#endif
#ifdef MK_PBS
surface.indirectFade = lerp(surface.indirectFade, pbsData.reflectivity, pbsData.reflectivity);
#endif
#ifdef MK_EMISSION
//Emission handled as indirect
surface.indirect += surface.emission;
#endif
#endif
}
/////////////////////////////////////////////////////////////////////////////////////////////
// Lighting Direct
/////////////////////////////////////////////////////////////////////////////////////////////
inline half MKLightingDiffuse(inout Surface surface, in MKSurfaceData surfaceData, in MKPBSData pbsData, in MKLight light, in MKLightData lightData)
{
#ifdef MK_LIT
half diffuse;
#if defined(MK_DIFFUSE_MINNAERT)
diffuse = Minnaert(lightData.NoLRaw, surfaceData.VoN, pbsData.roughnessPow2);
#elif defined(MK_DIFFUSE_OREN_NAYAR)
diffuse = OrenNayar(lightData.NoLRaw, surfaceData.VoN, lightData.VoL, pbsData.roughnessPow2);
#else
//MK_SIMPLE
diffuse = lightData.NoLRaw;
#endif
#if defined(MK_WRAPPED_DIFFUSE)
diffuse = HalfWrap(diffuse, 0.5);
#endif
#ifdef MK_THRESHOLD_MAP
diffuse -= _DiffuseThresholdOffset * surface.thresholdOffset;
diffuse += _DiffuseThresholdOffset * THRESHOLD_OFFSET_NORMALIZER;
#endif
//Lighting could be optimized by combining every component (diffuse, specular, lightTransmission, indirect/direct), may break gooch
#ifdef MK_STYLIZE_SYSTEM_SHADOWS
LIGHT_STYLE_RAW_2D(light.shadowAttenuation, 1, _LightThreshold, _DiffuseSmoothness * 0.5, _DiffuseSmoothness * 0.5, _DiffuseRamp, SAMPLER_CLAMPED_MAIN);
diffuse *= light.shadowAttenuation;
#endif
LIGHT_STYLE_RAW_2D(diffuse, light.distanceAttenuation, _LightThreshold, _DiffuseSmoothness * 0.5, _DiffuseSmoothness * 0.5, _DiffuseRamp, SAMPLER_CLAMPED_MAIN);
#ifndef MK_STYLIZE_SYSTEM_SHADOWS
diffuse *= light.attenuation;
#else
diffuse *= light.distanceAttenuation;
#endif
#ifdef MK_LEGACY_RP
#ifdef MK_HANDLE_SHADOWS_BLENDING_IN_GI
diffuse *= saturate(1.0 - light.giBlend);
#endif
#endif
return diffuse;
#else
return 1;
#endif
}
inline void MKLightingSFX(inout Surface surface, in MKSurfaceData surfaceData, in MKPBSData pbsData, in MKLight light, in MKLightData lightData, in half4 diffuse, inout half4 finalLightColor)
{
#ifdef MK_LIT
half3 goochRamp;
#ifdef MK_GOOCH_RAMP
goochRamp = lerp(HALF3_ONE, SampleRamp2D(PASS_TEXTURE_2D(_GoochRamp, SAMPLER_CLAMPED_MAIN), half2(diffuse.a, light.distanceAttenuation)).rgb, _GoochRampIntensity);
#else
goochRamp = 1.0;
#endif
half3 gooch;
//Gooch needs to be applied on diffuse only to not distract other light styles such as indirect, spec, lightTransmission
gooch = goochRamp * lerp(surface.goochDark.rgb, surface.goochBright.rgb, max(diffuse.r, max(diffuse.g, diffuse.b)));
//#ifdef MK_GOOCH_RAMP
// gooch.rgb = lerp(gooch.rgb, SampleRamp2D(PASS_TEXTURE_2D(_GoochRamp, SAMPLER_CLAMPED_MAIN), half2(diffuse.a, light.distanceAttenuation)).rgb, _GoochRampIntensity);
//#endif
//Surface Direct + Gooch
#ifdef MK_SPECULAR
half4 specular;
#if defined(MK_PBS)
//Distribution - Geometric - Fresnel
half distribution, geometric;
half3 sFresnel;
#ifdef MK_SPECULAR_ANISOTROPIC
//BRDF Aniso Specular
distribution = DistributionGGX(lightData.NoLHV, lightData.ToLHV, lightData.BoLHV, pbsData.roughnessPow2, _Anisotropy);
//Isotropic Geo term is producing more pleasant results so its used for now
geometric = GeometricSmithGGX(surfaceData.VoN, lightData.NoL, pbsData.roughness);
sFresnel = FresnelCSch(lightData.LoLHV, pbsData.specularRadiance);
#else
distribution = DistributionGGX(lightData.NoLHV, pbsData.roughnessPow4);
geometric = GeometricSmithGGX(surfaceData.VoN, lightData.NoL, pbsData.roughness);
sFresnel = FresnelCSch(lightData.LoLHV, pbsData.specularRadiance);
#endif
specular.a = SafeDivide(distribution * geometric, 4.0 * surfaceData.VoN * lightData.NoL + HALF_MIN);
#else //MK_SIMPLE Iso Only
specular.a = BlinnSpecular(lightData.NoLHV, pbsData.smoothness);
#endif
#ifdef MK_SHADER_API_MOBILE
specular.a = clamp(specular.a, 0.0, 100.0);
#endif
#ifdef MK_THRESHOLD_MAP
specular.a -= _SpecularThresholdOffset * surface.thresholdOffset;
specular.a += _SpecularThresholdOffset * THRESHOLD_OFFSET_NORMALIZER;
#endif
// specular could be thresholded using: lerp(T_Q, 1, _LightThreshold) but confuses the user because specular is influenced by smoothness and threshold then
LIGHT_STYLE_RAW_2D(specular.a, light.distanceAttenuation, T_V, _SpecularSmoothness * 0.5, _SpecularSmoothness * 0.5, _SpecularRamp, SAMPLER_CLAMPED_MAIN);
ARTISTIC_RAW_ADDITIVE(specular.a);
TRANSFER_SCALAR_TO_VECTOR(specular);
#ifdef MK_PBS
finalLightColor.rgb = ((sFresnel * _SpecularIntensity) * specular.rgb + (pbsData.diffuseRadiance * INV_PI)) * light.radiometricColor * gooch;
#else
finalLightColor.rgb = (pbsData.specularRadiance * _SpecularIntensity * specular.rgb + (pbsData.diffuseRadiance * INV_PI)) * light.radiometricColor * gooch;
#endif
#else
finalLightColor.rgb = (pbsData.diffuseRadiance * INV_PI) * light.radiometricColor * gooch;
#endif
#ifdef MK_LightTransmission
half4 lightTransmission;
//A scaling could be implemented here: dot(vohld, scale) then saturate
lightTransmission.a = FastPow4(lightData.VoLND);
//Based on Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Cheap and Convincing Subsurface-Scattering
#ifdef MK_THICKNESS_MAP
lightTransmission.a *= surface.thickness;
#endif
half sssAtten = light.distanceAttenuation;
//Custom atten stylize not required, because shadows dont affect it
#ifdef MK_LIGHT_TRANSMISSION_TRANSLUCENT
sssAtten = lerp(0, sssAtten, pbsData.oneMinusReflectivity);
#endif
lightTransmission.a *= sssAtten;
#ifdef MK_THRESHOLD_MAP
lightTransmission.a -= _LightTransmissionThresholdOffset * surface.thresholdOffset;
lightTransmission.a += _LightTransmissionThresholdOffset * THRESHOLD_OFFSET_NORMALIZER;
#endif
LIGHT_STYLE_RAW_2D(lightTransmission.a, light.distanceAttenuation, T_V, _LightTransmissionSmoothness * 0.5, _LightTransmissionSmoothness * 0.5, _LightTransmissionRamp, SAMPLER_CLAMPED_MAIN);
ARTISTIC_RAW_ADDITIVE(lightTransmission.a);
TRANSFER_SCALAR_TO_VECTOR(lightTransmission);
#ifdef MK_LIGHT_TRANSMISSION_SUB_SURFACE_SCATTERING
finalLightColor.rgb += lightTransmission.rgb * _LightTransmissionColor.rgb * light.color * pbsData.diffuseRadiance * _LightTransmissionIntensity;
#else //Translucent
finalLightColor.rgb += lightTransmission.rgb * _LightTransmissionColor.rgb * light.color * _LightTransmissionIntensity;
#endif
#endif
#ifdef MK_LIGHTING_ALPHA
#if defined(MK_ALPHA_LOOKUP)
finalLightColor.a = dot(finalLightColor.rgb, REL_LUMA);
//finalLightColor.a = (finalLightColor.r + finalLightColor.g + finalLightColor.b) * 0.33;
#endif
#if defined(MK_SURFACE_TYPE_OPAQUE)
finalLightColor.a = 1;
#endif
#else
finalLightColor.a = 1;
#endif
#endif
}
inline void LightingDirectAdditional(inout Surface surface, in MKSurfaceData surfaceData, in MKPBSData pbsData, in MKLight light, in MKLightData lightData, out half4 finalLightColor)
{
#ifdef MK_LIT
half diffuseRaw = MKLightingDiffuse(surface, surfaceData, pbsData, light, lightData);
half4 diffuse = half4(0, 0, 0, diffuseRaw);
#ifdef MK_STYLIZE_SYSTEM_SHADOWS
ARTISTIC_RAW_SHADOW_MASKED(diffuse.a, saturate(1.0 - light.shadowAttenuation), light.distanceAttenuation);
#else
ARTISTIC_RAW_MASKED(diffuse.a, 0, light.distanceAttenuation);
#endif
//diffuse.a *= diffuseRaw;
TRANSFER_SCALAR_TO_VECTOR(diffuse);
MKLightingSFX(surface, surfaceData, pbsData, light, lightData, diffuse, finalLightColor);
#endif
}
inline void LightingDirect(inout Surface surface, in MKSurfaceData surfaceData, in MKPBSData pbsData, in MKLight light, in MKLightData lightData, out half4 finalLightColor)
{
#ifdef MK_LIT
half diffuseRaw = MKLightingDiffuse(surface, surfaceData, pbsData, light, lightData);
half4 diffuse = half4(0, 0, 0, diffuseRaw);
#ifdef MK_STYLIZE_SYSTEM_SHADOWS
ARTISTIC_RAW_SHADOW_MASKED(diffuse.a, saturate(1.0 - light.shadowAttenuation), light.distanceAttenuation);
#else
ARTISTIC_RAW_MASKED(diffuse.a, 0, light.distanceAttenuation);
#endif
TRANSFER_SCALAR_TO_VECTOR(diffuse);
MKLightingSFX(surface, surfaceData, pbsData, light, lightData, diffuse, finalLightColor);
#if defined(MK_RIM_SPLIT)
#ifndef MK_ADDITIONAL_LIGHTS
surface.rim += RimRawBright(diffuse.a, _RimSize, surfaceData.OneMinusVoN, _RimSmoothness * 0.5, surface, light);
#endif
//surface.rimDark = RimRawDark(1.0 - saturate(diffuse.a), _RimSize, surfaceData.OneMinusVoN, _RimSmoothness * 0.5, surface, light);
#endif
#endif
}
#endif