#ifndef FLATKIT_LIGHTING_DR_INCLUDED #define FLATKIT_LIGHTING_DR_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" inline half NdotLTransition(half3 normal, half3 lightDir, half selfShadingSize, half shadowEdgeSize, half flatness) { const half NdotL = dot(normal, lightDir); const half angleDiff = saturate((NdotL * 0.5 + 0.5) - selfShadingSize); const half angleDiffTransition = smoothstep(0, shadowEdgeSize, angleDiff); return lerp(angleDiff, angleDiffTransition, flatness); } inline half NdotLTransitionPrimary(half3 normal, half3 lightDir) { return NdotLTransition(normal, lightDir, _SelfShadingSize, _ShadowEdgeSize, _Flatness); } #if defined(DR_CEL_EXTRA_ON) inline half NdotLTransitionExtra(half3 normal, half3 lightDir) { return NdotLTransition(normal, lightDir, _SelfShadingSizeExtra, _ShadowEdgeSizeExtra, _FlatnessExtra); } #endif inline half NdotLTransitionTexture(half3 normal, half3 lightDir, sampler2D stepTex) { const half NdotL = dot(normal, lightDir); const half angleDiff = saturate((NdotL * 0.5 + 0.5) - _SelfShadingSize * 0.0); const half4 rampColor = tex2D(stepTex, half2(angleDiff, 0.5)); // NOTE: The color channel here corresponds to the texture format in the shader editor script. const half angleDiffTransition = rampColor.r; return angleDiffTransition; } half3 LightingPhysicallyBased_DSTRM(Light light, half3 normalWS, half3 viewDirectionWS, float3 positionWS) { // If all light in the scene is baked, we use custom light direction for the cel shading. light.direction = lerp(light.direction, _LightmapDirection, _OverrideLightmapDir); half4 c = _BaseColor; #if defined(_CELPRIMARYMODE_SINGLE) const half NdotLTPrimary = NdotLTransitionPrimary(normalWS, light.direction); c = lerp(_ColorDim, c, NdotLTPrimary); #endif // _CELPRIMARYMODE_SINGLE #if defined(_CELPRIMARYMODE_STEPS) const half NdotLTSteps = NdotLTransitionTexture(normalWS, light.direction, _CelStepTexture); c = lerp(_ColorDimSteps, c, NdotLTSteps); #endif // _CELPRIMARYMODE_STEPS #if defined(_CELPRIMARYMODE_CURVE) const half NdotLTCurve = NdotLTransitionTexture(normalWS, light.direction, _CelCurveTexture); c = lerp(_ColorDimCurve, c, NdotLTCurve); #endif // _CELPRIMARYMODE_CURVE #if defined(DR_CEL_EXTRA_ON) const half NdotLTExtra = NdotLTransitionExtra(normalWS, light.direction); c = lerp(_ColorDimExtra, c, NdotLTExtra); #endif // DR_CEL_EXTRA_ON #if defined(DR_GRADIENT_ON) const float angleRadians = _GradientAngle / 180.0 * PI; const float posGradRotated = (positionWS.x - _GradientCenterX) * sin(angleRadians) + (positionWS.y - _GradientCenterY) * cos(angleRadians); const float 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(normalWS, light.direction); #if defined(DR_RIM_ON) const float rim = 1.0 - dot(viewDirectionWS, normalWS); const float rimSpread = 1.0 - _FlatRimSize - NdotL * _FlatRimLightAlign; const float rimEdgeSmooth = _FlatRimEdgeSmoothness; const float 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 float3 halfVector = normalize(light.direction + viewDirectionWS); const float NdotH = dot(normalWS, halfVector) * 0.5 + 0.5; const float specular = saturate(pow(abs(NdotH), 100.0 * (1.0 - _FlatSpecularSize) * (1.0 - _FlatSpecularSize))); const float 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 #if defined(_UNITYSHADOWMODE_MULTIPLY) c *= lerp(1, light.shadowAttenuation, _UnityShadowPower); #endif #if defined(_UNITYSHADOWMODE_COLOR) c = lerp(lerp(c, _UnityShadowColor, _UnityShadowColor.a), c, light.shadowAttenuation); #endif c.rgb *= light.color * light.distanceAttenuation; return c.rgb; } void StylizeLight(inout Light light) { const half shadowAttenuation = saturate(light.shadowAttenuation * _UnityShadowSharpness); light.shadowAttenuation = shadowAttenuation; const half distanceAttenuation = smoothstep(0, _LightFalloffSize + 0.001, light.distanceAttenuation); light.distanceAttenuation = distanceAttenuation; const half3 lightColor = lerp(half3(1, 1, 1), light.color, _LightContribution); light.color = lightColor; } half4 UniversalFragment_DSTRM(InputData inputData, half3 albedo, half3 emission, half alpha) { // 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 #if VERSION_GREATER_EQUAL(10, 0) Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, shadowMask); #else Light mainLight = GetMainLight(inputData.shadowCoord); #endif #if LIGHTMAP_ON mainLight.distanceAttenuation = 1.0; #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, shadowMask); // Apply Flat Kit stylizing to `inputData.bakedGI` (which is half3). #if LIGHTMAP_ON #if defined(_UNITYSHADOWMODE_MULTIPLY) inputData.bakedGI *= _UnityShadowPower; #endif #if defined(_UNITYSHADOWMODE_COLOR) float giLength = length(inputData.bakedGI); inputData.bakedGI = lerp(giLength, _UnityShadowColor.rgb, _UnityShadowColor.a * giLength); #endif #endif BRDFData brdfData; InitializeBRDFData(albedo, 1.0 - 1.0 / kDieletricSpec.a, 0, 0, alpha, brdfData); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, 1.0, inputData.normalWS, inputData.viewDirectionWS); color += LightingPhysicallyBased_DSTRM(mainLight, inputData.normalWS, inputData.viewDirectionWS, inputData.positionWS); #ifdef _ADDITIONAL_LIGHTS const uint pixelLightCount = GetAdditionalLightsCount(); for (uint lightIndex = 0u; lightIndex < pixelLightCount; ++lightIndex) { #if VERSION_GREATER_EQUAL(10, 0) Light light = GetAdditionalLight(lightIndex, inputData.positionWS, shadowMask); #else Light light = GetAdditionalLight(lightIndex, inputData.positionWS); #endif #if defined(_SCREEN_SPACE_OCCLUSION) light.color *= aoFactor.directAmbientOcclusion; #endif StylizeLight(light); color += LightingPhysicallyBased_DSTRM(light, inputData.normalWS, inputData.viewDirectionWS, inputData.positionWS); } #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX color += inputData.vertexLighting * brdfData.diffuse; #endif color += emission; return half4(color, alpha); } #endif // FLATKIT_LIGHTING_DR_INCLUDED