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AutoLight.cginc
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233 lines (173 loc) · 7.51 KB
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#ifndef AUTOLIGHT_INCLUDED
#define AUTOLIGHT_INCLUDED
#include "HLSLSupport.cginc"
// ------------ Shadow helpers --------
// ---- Screen space shadows
#if defined (SHADOWS_SCREEN)
uniform float4 _ShadowOffsets[4];
#if defined(SHADOWS_NATIVE)
UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
#else
uniform sampler2D _ShadowMapTexture;
#endif
#define SHADOW_COORDS(idx1) float4 _ShadowCoord : TEXCOORD##idx1;
#if defined(UNITY_NO_SCREENSPACE_SHADOWS)
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_World2Shadow[0], mul( _Object2World, v.vertex ) );
inline fixed unitySampleShadow (float4 shadowCoord)
{
#if defined(SHADOWS_NATIVE)
fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz);
shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r);
return shadow;
#else
float dist = tex2Dproj( _ShadowMapTexture, UNITY_PROJ_COORD(shadowCoord) ).x;
// tegra is confused if we use _LightShadowData.x directly
// with "ambiguous overloaded function reference max(mediump float, float)"
half lightShadowDataX = _LightShadowData.x;
return max(dist > (shadowCoord.z/shadowCoord.w), lightShadowDataX);
#endif
}
#else // UNITY_NO_SCREENSPACE_SHADOWS
#define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos);
inline fixed unitySampleShadow (float4 shadowCoord)
{
fixed shadow = tex2Dproj( _ShadowMapTexture, UNITY_PROJ_COORD(shadowCoord) ).r;
return shadow;
}
#endif
#define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord)
#endif
// ---- Depth map shadows
#if defined (SHADOWS_DEPTH) && defined (SPOT)
#if !defined(SHADOWMAPSAMPLER_DEFINED)
UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
#endif
#if defined (SHADOWS_SOFT)
uniform float4 _ShadowOffsets[4];
#endif
inline fixed unitySampleShadow (float4 shadowCoord)
{
// DX11 feature level 9.x shader compiler (d3dcompiler_47 at least)
// has a bug where trying to do more than one shadowmap sample fails compilation
// with "inconsistent sampler usage". Until that is fixed, just never compile
// multi-tap shadow variant on d3d11_9x.
#if defined (SHADOWS_SOFT) && !defined (SHADER_API_D3D11_9X)
// 4-tap shadows
float3 coord = shadowCoord.xyz / shadowCoord.w;
#if defined (SHADOWS_NATIVE)
half4 shadows;
shadows.x = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, coord + _ShadowOffsets[0]);
shadows.y = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, coord + _ShadowOffsets[1]);
shadows.z = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, coord + _ShadowOffsets[2]);
shadows.w = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, coord + _ShadowOffsets[3]);
shadows = _LightShadowData.rrrr + shadows * (1-_LightShadowData.rrrr);
#else
float4 shadowVals;
shadowVals.x = SAMPLE_DEPTH_TEXTURE ( _ShadowMapTexture, coord + _ShadowOffsets[0].xy );
shadowVals.y = SAMPLE_DEPTH_TEXTURE ( _ShadowMapTexture, coord + _ShadowOffsets[1].xy );
shadowVals.z = SAMPLE_DEPTH_TEXTURE ( _ShadowMapTexture, coord + _ShadowOffsets[2].xy );
shadowVals.w = SAMPLE_DEPTH_TEXTURE ( _ShadowMapTexture, coord + _ShadowOffsets[3].xy );
half4 shadows = (shadowVals < coord.zzzz) ? _LightShadowData.rrrr : 1.0f;
#endif
// average-4 PCF
half shadow = dot (shadows, 0.25f);
#else
// 1-tap shadows
#if defined (SHADOWS_NATIVE)
half shadow = UNITY_SAMPLE_SHADOW_PROJ(_ShadowMapTexture, shadowCoord);
shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r);
#else
half shadow = SAMPLE_DEPTH_TEXTURE_PROJ(_ShadowMapTexture, UNITY_PROJ_COORD(shadowCoord)) < (shadowCoord.z / shadowCoord.w) ? _LightShadowData.r : 1.0;
#endif
#endif
return shadow;
}
#define SHADOW_COORDS(idx1) float4 _ShadowCoord : TEXCOORD##idx1;
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_World2Shadow[0], mul(_Object2World,v.vertex));
#define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord)
#endif
// ---- Point light shadows
#if defined (SHADOWS_CUBE)
uniform samplerCUBE _ShadowMapTexture;
inline float SampleCubeDistance (float3 vec)
{
float4 packDist = texCUBE (_ShadowMapTexture, vec);
return DecodeFloatRGBA( packDist );
}
inline float unityCubeShadow (float3 vec)
{
float mydist = length(vec) * _LightPositionRange.w;
mydist *= 0.97; // bias
#if defined (SHADOWS_SOFT)
float z = 1.0/128.0;
float4 shadowVals;
shadowVals.x = SampleCubeDistance (vec+float3( z, z, z));
shadowVals.y = SampleCubeDistance (vec+float3(-z,-z, z));
shadowVals.z = SampleCubeDistance (vec+float3(-z, z,-z));
shadowVals.w = SampleCubeDistance (vec+float3( z,-z,-z));
half4 shadows = (shadowVals < mydist.xxxx) ? _LightShadowData.rrrr : 1.0f;
return dot(shadows,0.25);
#else
float dist = SampleCubeDistance (vec);
return dist < mydist ? _LightShadowData.r : 1.0;
#endif
}
#define SHADOW_COORDS(idx1) float3 _ShadowCoord : TEXCOORD##idx1;
#define TRANSFER_SHADOW(a) a._ShadowCoord = mul(_Object2World, v.vertex).xyz - _LightPositionRange.xyz;
#define SHADOW_ATTENUATION(a) unityCubeShadow(a._ShadowCoord)
#endif
// ---- Shadows off
#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE)
#define SHADOW_COORDS(idx1)
#define TRANSFER_SHADOW(a)
#define SHADOW_ATTENUATION(a) 1.0
#endif
// ------------ Light helpers --------
// If none of the keywords are defined, assume directional?
#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE)
#define DIRECTIONAL
#endif
#ifdef POINT
#define LIGHTING_COORDS(idx1,idx2) float3 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
uniform sampler2D _LightTexture0;
uniform float4x4 _LightMatrix0;
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(_LightMatrix0, mul(_Object2World, v.vertex)).xyz; TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, dot(a._LightCoord,a._LightCoord).rr).UNITY_ATTEN_CHANNEL * SHADOW_ATTENUATION(a))
#endif
#ifdef SPOT
#define LIGHTING_COORDS(idx1,idx2) float4 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
uniform sampler2D _LightTexture0;
uniform float4x4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(_LightMatrix0, mul(_Object2World, v.vertex)); TRANSFER_SHADOW(a)
inline fixed UnitySpotCookie(float4 LightCoord)
{
return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w;
}
inline fixed UnitySpotAttenuate(float3 LightCoord)
{
return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).UNITY_ATTEN_CHANNEL;
}
#define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) )
#endif
#ifdef DIRECTIONAL
#define LIGHTING_COORDS(idx1,idx2) SHADOW_COORDS(idx1)
#define TRANSFER_VERTEX_TO_FRAGMENT(a) TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a)
#endif
#ifdef POINT_COOKIE
#define LIGHTING_COORDS(idx1,idx2) float3 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
uniform samplerCUBE _LightTexture0;
uniform float4x4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(_LightMatrix0, mul(_Object2World, v.vertex)).xyz; TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).UNITY_ATTEN_CHANNEL * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a))
#endif
#ifdef DIRECTIONAL_COOKIE
#define LIGHTING_COORDS(idx1,idx2) float2 _LightCoord : TEXCOORD##idx1; SHADOW_COORDS(idx2)
uniform sampler2D _LightTexture0;
uniform float4x4 _LightMatrix0;
#define TRANSFER_VERTEX_TO_FRAGMENT(a) a._LightCoord = mul(_LightMatrix0, mul(_Object2World, v.vertex)).xy; TRANSFER_SHADOW(a)
#define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a))
#endif
#endif