#ifndef LIGHTING_DR_INCLUDED #define LIGHTING_DR_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #if LIGHTMAP_ON && defined(DR_BAKED_GI) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #endif inline half NdotLTransition(half3 normal, half3 lightDir, half selfShadingSize) { const half NdotL = dot(normal, lightDir); const half angleDiff = saturate((NdotL * 0.5 + 0.5) - selfShadingSize); return angleDiff; } inline half NdotLTransitionPrimary(half3 normal, half3 lightDir) { return NdotLTransition(normal, lightDir, _SelfShadingSize); } half3 LightingPhysicallyBased_DSTRM(Light light, InputData inputData, half4 albedo, half4 detail) { // If all light in the scene is baked, we use custom light direction for the cel shading. light.direction = lerp(light.direction, _LightmapDirection, _OverrideLightmapDir); const half NdotLTPrimary = NdotLTransitionPrimary(inputData.normalWS, light.direction); const half2 gradient_uv = half2(NdotLTPrimary, 0.5); half4 c = SAMPLE_TEXTURE2D(_GradientRamp, sampler_GradientRamp, gradient_uv); #if defined(DR_GRADIENT_ON) const half angleRadians = _GradientAngle / 180.0 * PI; const half posGradRotated = (inputData.positionWS.x - _GradientCenterX) * sin(angleRadians) + (inputData.positionWS.y - _GradientCenterY) * cos(angleRadians); const half gradientTop = _GradientCenterY + _GradientSize * 0.5; const half gradientFactor = saturate((gradientTop - posGradRotated) / _GradientSize); c = lerp(c, _ColorGradient, gradientFactor); #endif // DR_GRADIENT_ON const half NdotL = dot(inputData.normalWS, light.direction); #if defined(DR_RIM_ON) const half rim = 1.0 - dot(inputData.viewDirectionWS, inputData.normalWS); const half rimSpread = 1.0 - _FlatRimSize - NdotL * _FlatRimLightAlign; const half rimEdgeSmooth = _FlatRimEdgeSmoothness; const half rimTransition = smoothstep(rimSpread - rimEdgeSmooth * 0.5, rimSpread + rimEdgeSmooth * 0.5, rim); c = lerp(c, _FlatRimColor, rimTransition); #endif // DR_RIM_ON #if defined(DR_SPECULAR_ON) // Halfway between lighting direction and view vector. const half3 halfVector = normalize(light.direction + inputData.viewDirectionWS); const half NdotH = dot(inputData.normalWS, halfVector) * 0.5 + 0.5; const half specular = saturate(pow(abs(NdotH), 100.0 * (1.0 - _FlatSpecularSize) * (1.0 - _FlatSpecularSize))); const half specularTransition = smoothstep(0.5 - _FlatSpecularEdgeSmoothness * 0.1, 0.5 + _FlatSpecularEdgeSmoothness * 0.1, specular); c = lerp(c, _FlatSpecularColor, specularTransition); #endif // DR_SPECULAR_ON #if defined(_UNITYSHADOW_OCCLUSION) const float occludedAttenuation = smoothstep(0.25, 0.0, -min(NdotL, 0)); light.shadowAttenuation *= occludedAttenuation; light.distanceAttenuation *= occludedAttenuation; #endif float shadowAttenuation = light.shadowAttenuation * light.distanceAttenuation; #if defined(DR_LIGHT_ATTENUATION) shadowAttenuation = RangeRemap(_LightAttenuation.x, _LightAttenuation.y, shadowAttenuation); const half3 unityShaded = c.rgb * shadowAttenuation; const half3 shaded = lerp(unityShaded, _ShadowColor.rgb, _ShadowColor.a); c.rgb = lerp(shaded, c.rgb, shadowAttenuation); #else // Handled below. c.rgb *= shadowAttenuation; #endif c.rgb *= light.color; return c.rgb; } void StylizeLight(inout Light light) { #if defined(DR_LIGHT_ATTENUATION) // Handled above. #else const half shadowAttenuation = saturate(light.shadowAttenuation * 10.0); light.shadowAttenuation = shadowAttenuation; const float distanceAttenuation = smoothstep(0, 0.001, light.distanceAttenuation); light.distanceAttenuation = distanceAttenuation; #endif const half3 lightColor = lerp(half3(1, 1, 1), light.color, _LightContribution); light.color = lightColor; } half4 UniversalFragment_DSTRM(InputData inputData, SurfaceData surfaceData, float2 uv) { // To ensure backward compatibility we have to avoid using shadowMask input, as it is not present in older shaders #if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON) const half4 shadowMask = inputData.shadowMask; #elif !defined(LIGHTMAP_ON) const half4 shadowMask = unity_ProbesOcclusion; #else const half4 shadowMask = half4(1, 1, 1, 1); #endif Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); #if LIGHTMAP_ON mainLight.distanceAttenuation = 1.0; mainLight.color = half3(1, 1, 1); #endif StylizeLight(mainLight); #if defined(_SCREEN_SPACE_OCCLUSION) AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(inputData.normalizedScreenSpaceUV); mainLight.color *= aoFactor.directAmbientOcclusion; inputData.bakedGI *= aoFactor.indirectAmbientOcclusion; #endif MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI); // Apply stylizing to `inputData.bakedGI` (which is half3). #if LIGHTMAP_ON && defined(DR_BAKED_GI) half2 rampUV = half2(Luminance(inputData.bakedGI), 0.5); inputData.bakedGI = SAMPLE_TEXTURE2D(_BakedGIRamp, sampler_BakedGIRamp, rampUV); #endif const half4 albedo = half4(surfaceData.albedo, surfaceData.alpha); const half4 detail = SAMPLE_TEXTURE2D(_DetailMap, sampler_DetailMap, uv); BRDFData brdfData; InitializeBRDFData(1, 1.0 - 1.0 / kDielectricSpec.a, 0, 0, surfaceData.alpha, brdfData); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, 1.0, inputData.normalWS, inputData.viewDirectionWS); color += LightingPhysicallyBased_DSTRM(mainLight, inputData, albedo, detail); #ifdef _ADDITIONAL_LIGHTS const uint pixelLightCount = GetAdditionalLightsCount(); for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) { Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask); #if defined(_SCREEN_SPACE_OCCLUSION) light.color *= aoFactor.directAmbientOcclusion; #endif StylizeLight(light); color += LightingPhysicallyBased_DSTRM(light, inputData, albedo, detail); } #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX color += inputData.vertexLighting * brdfData.diffuse; #endif // Base map. { #if defined(_TEXTUREBLENDINGMODE_ADD) color += lerp(half3(0.0f, 0.0f, 0.0f), albedo.rgb, _TextureImpact); #else // _TEXTUREBLENDINGMODE_MULTIPLY color *= lerp(half3(1.0f, 1.0f, 1.0f), albedo.rgb, _TextureImpact); #endif } // Detail map. { #if defined(_DETAILMAPBLENDINGMODE_ADD) color += lerp(0, _DetailMapColor, detail.rgb * _DetailMapImpact).rgb; #endif #if defined(_DETAILMAPBLENDINGMODE_MULTIPLY) color *= lerp(1, _DetailMapColor, detail.rgb * _DetailMapImpact).rgb; #endif #if defined(_DETAILMAPBLENDINGMODE_INTERPOLATE) color = lerp(color, detail.rgb, _DetailMapImpact * _DetailMapColor * detail.a).rgb; #endif } // Vertex color. { #if defined(DR_VERTEX_COLORS_ON) color *= inputData.vertexLighting; #endif } color += surfaceData.emission; return half4(color, surfaceData.alpha); } #endif // LIGHTING_DR_INCLUDED