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authortylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
committertylermurphy534 <tylermurphy534@gmail.com>2022-11-06 15:12:42 -0500
commiteb84bb298d2b95aec7b2ae12cbf25ac64f25379a (patch)
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diff --git a/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Includes/CGI_PoiLighting.cginc b/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Includes/CGI_PoiLighting.cginc
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+++ b/VRCSDK3AvatarsLegacy/Assets/_PoiyomiShaders/Shaders/Includes/CGI_PoiLighting.cginc
@@ -0,0 +1,409 @@
+
+#ifndef POI_LIGHTING
+ #define POI_LIGHTING
+
+ int _LightingType;
+ float _ForceLightDirection;
+ float _ShadowStrength;
+ float _OutlineShadowStrength;
+ float _ShadowOffset;
+ float3 _LightDirection;
+ float _ForceShadowStrength;
+ float _CastedShadowSmoothing;
+ float _LightingIndirectContribution;
+ float _AttenuationMultiplier;
+ float _EnableLighting;
+ float _LightingControlledUseLightColor;
+ fixed _LightingStandardSmoothness;
+ fixed _LightingStandardControlsToon;
+ fixed _LightingMinLightBrightness;
+ float _LightingUseShadowRamp;
+ UNITY_DECLARE_TEX2D(_ToonRamp);
+ fixed _LightingMonochromatic;
+
+ uint _LightingNumRamps;
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_ToonRamp1);
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_ToonRamp2);
+ half _LightingShadowStrength1;
+ half _LightingShadowStrength2;
+ half _ShadowOffset1;
+ half _ShadowOffset2;
+
+ fixed _LightingGradientStart;
+ fixed _LightingGradientEnd;
+ float3 _LightingStartColor;
+ float3 _LightingEndColor;
+ float _AOStrength;
+ fixed _LightingDetailStrength;
+ fixed _LightingAdditiveDetailStrength;
+ fixed _LightingNoIndirectMultiplier;
+ fixed _LightingNoIndirectThreshold;
+
+ uint _LightingAdditiveType;
+ fixed _LightingAdditiveGradientStart;
+ fixed _LightingAdditiveGradientEnd;
+ fixed _LightingAdditivePassthrough;
+ /*
+ UNITY_DECLARE_TEX2D_NOSAMPLER(_ToonRamp3);
+ half _LightingShadowStrength3;
+ half _ShadowOffset3;
+ */
+
+ POI_TEXTURE_NOSAMPLER(_LightingDetailShadows);
+ POI_TEXTURE_NOSAMPLER(_LightingAOTex);
+ POI_TEXTURE_NOSAMPLER(_LightingShadowMask);
+
+ /*
+ * Standard stuff Start
+ */
+ UnityLight CreateLight(float3 normal)
+ {
+ UnityLight light;
+ light.dir = poiLight.direction;
+ light.color = saturate(_LightColor0.rgb * lerp(1, poiLight.attenuation, _AttenuationMultiplier));
+ light.ndotl = DotClamped(normal, poiLight.direction);
+ return light;
+ }
+
+ float FadeShadows(float attenuation)
+ {
+ #if HANDLE_SHADOWS_BLENDING_IN_GI || ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
+ // UNITY_LIGHT_ATTENUATION doesn't fade shadows for us.
+
+ #if ADDITIONAL_MASKED_DIRECTIONAL_SHADOWS
+ attenuation = lerp(1, poiLight.attenuation, _AttenuationMultiplier);
+ #endif
+
+ float viewZ = dot(_WorldSpaceCameraPos - poiMesh.worldPos, UNITY_MATRIX_V[2].xyz);
+ float shadowFadeDistance = UnityComputeShadowFadeDistance(poiMesh.worldPos, viewZ);
+ float shadowFade = UnityComputeShadowFade(shadowFadeDistance);
+ float bakedAttenuation = UnitySampleBakedOcclusion(poiMesh.lightmapUV.xy, poiMesh.worldPos);
+ attenuation = UnityMixRealtimeAndBakedShadows(
+ attenuation, bakedAttenuation, shadowFade
+ );
+ #endif
+
+ return attenuation;
+ }
+
+ void ApplySubtractiveLighting(inout UnityIndirect indirectLight)
+ {
+ #if SUBTRACTIVE_LIGHTING
+ poiLight.attenuation = FadeShadows(lerp(1, poiLight.attenuation, _AttenuationMultiplier));
+
+ float ndotl = saturate(dot(i.normal, _WorldSpaceLightPos0.xyz));
+ float3 shadowedLightEstimate = ndotl * (1 - poiLight.attenuation) * _LightColor0.rgb;
+ float3 subtractedLight = indirectLight.diffuse - shadowedLightEstimate;
+ subtractedLight = max(subtractedLight, unity_ShadowColor.rgb);
+ subtractedLight = lerp(subtractedLight, indirectLight.diffuse, _LightShadowData.x);
+ indirectLight.diffuse = min(subtractedLight, indirectLight.diffuse);
+ #endif
+ }
+
+ UnityIndirect CreateIndirectLight(float3 normal)
+ {
+ UnityIndirect indirectLight;
+ indirectLight.diffuse = 0;
+ indirectLight.specular = 0;
+
+ #if defined(FORWARD_BASE_PASS)
+ #if defined(LIGHTMAP_ON)
+ indirectLight.diffuse = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, poiMesh.lightmapUV.xy));
+
+ #if defined(DIRLIGHTMAP_COMBINED)
+ float4 lightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
+ unity_LightmapInd, unity_Lightmap, poiMesh.lightmapUV.xy
+ );
+ indirectLight.diffuse = DecodeDirectionalLightmap(
+ indirectLight.diffuse, lightmapDirection, normal
+ );
+ #endif
+ ApplySubtractiveLighting(indirectLight);
+ #endif
+
+ #if defined(DYNAMICLIGHTMAP_ON)
+ float3 dynamicLightDiffuse = DecodeRealtimeLightmap(
+ UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, poiMesh.lightmapUV.zw)
+ );
+
+ #if defined(DIRLIGHTMAP_COMBINED)
+ float4 dynamicLightmapDirection = UNITY_SAMPLE_TEX2D_SAMPLER(
+ unity_DynamicDirectionality, unity_DynamicLightmap,
+ poiMesh.lightmapUV.zw
+ );
+ indirectLight.diffuse += DecodeDirectionalLightmap(
+ dynamicLightDiffuse, dynamicLightmapDirection, normal
+ );
+ #else
+ indirectLight.diffuse += dynamicLightDiffuse;
+ #endif
+ #endif
+
+ #if !defined(LIGHTMAP_ON) && !defined(DYNAMICLIGHTMAP_ON)
+ #if UNITY_LIGHT_PROBE_PROXY_VOLUME
+ if (unity_ProbeVolumeParams.x == 1)
+ {
+ indirectLight.diffuse = SHEvalLinearL0L1_SampleProbeVolume(
+ float4(normal, 1), poiMesh.worldPos
+ );
+ indirectLight.diffuse = max(0, indirectLight.diffuse);
+ #if defined(UNITY_COLORSPACE_GAMMA)
+ indirectLight.diffuse = LinearToGammaSpace(indirectLight.diffuse);
+ #endif
+ }
+ else
+ {
+ indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
+ }
+ #else
+ indirectLight.diffuse += max(0, ShadeSH9(float4(normal, 1)));
+ #endif
+ #endif
+
+ float3 reflectionDir = reflect(-poiCam.viewDir, normal);
+ Unity_GlossyEnvironmentData envData;
+ envData.roughness = 1 - _LightingStandardSmoothness;
+ envData.reflUVW = BoxProjection(
+ reflectionDir, poiMesh.worldPos.xyz,
+ unity_SpecCube0_ProbePosition,
+ unity_SpecCube0_BoxMin, unity_SpecCube0_BoxMax
+ );
+ float3 probe0 = Unity_GlossyEnvironment(
+ UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, envData
+ );
+ envData.reflUVW = BoxProjection(
+ reflectionDir, poiMesh.worldPos.xyz,
+ unity_SpecCube1_ProbePosition,
+ unity_SpecCube1_BoxMin, unity_SpecCube1_BoxMax
+ );
+ #if UNITY_SPECCUBE_BLENDING
+ float interpolator = unity_SpecCube0_BoxMin.w;
+ UNITY_BRANCH
+ if(interpolator < 0.99999)
+ {
+ float3 probe1 = Unity_GlossyEnvironment(
+ UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1, unity_SpecCube0),
+ unity_SpecCube0_HDR, envData
+ );
+ indirectLight.specular = lerp(probe1, probe0, interpolator);
+ }
+ else
+ {
+ indirectLight.specular = probe0;
+ }
+ #else
+ indirectLight.specular = probe0;
+ #endif
+
+ float occlusion = lerp(1, POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[_LightingAOTexUV], _LightingAOTexPan), _AOStrength);
+
+ indirectLight.diffuse *= occlusion;
+ indirectLight.diffuse = max(indirectLight.diffuse, _LightingMinLightBrightness);
+ indirectLight.specular *= occlusion;
+ #endif
+
+ return indirectLight;
+ }
+
+ /*
+ * Standard stuff End
+ */
+
+ half PoiDiffuse(half NdotV, half NdotL, half LdotH)
+ {
+ half fd90 = 0.5 + 2 * LdotH * LdotH * SmoothnessToPerceptualRoughness(.5);
+ // Two schlick fresnel term
+ half lightScatter = (1 + (fd90 - 1) * Pow5(1 - NdotL));
+ half viewScatter = (1 + (fd90 - 1) * Pow5(1 - NdotV));
+
+ return lightScatter * viewScatter;
+ }
+
+ float3 ShadeSH9Indirect()
+ {
+ return ShadeSH9(half4(0.0, -1.0, 0.0, 1.0));
+ }
+
+ float3 ShadeSH9Direct()
+ {
+ return ShadeSH9(half4(0.0, 1.0, 0.0, 1.0));
+ }
+
+ float3 ShadeSH9Normal(float3 normalDirection)
+ {
+ return ShadeSH9(half4(normalDirection, 1.0));
+ }
+
+ half3 GetSHLength()
+ {
+ half3 x, x1;
+ x.r = length(unity_SHAr);
+ x.g = length(unity_SHAg);
+ x.b = length(unity_SHAb);
+ x1.r = length(unity_SHBr);
+ x1.g = length(unity_SHBg);
+ x1.b = length(unity_SHBb);
+ return x + x1;
+ }
+
+ float3 calculateRealisticLighting(float4 colorToLight)
+ {
+ return UNITY_BRDF_PBS(1, 0, 0, _LightingStandardSmoothness,
+ poiMesh.normals[1], poiCam.viewDir, CreateLight(poiMesh.normals[1]), CreateIndirectLight(poiMesh.normals[1]));
+ }
+
+ void calculateBasePassLighting()
+ {
+ #ifdef SIMPLE
+ _LightingType = 1;
+ _LightingIndirectContribution = 0.2;
+ #endif
+ float AOMap = 1;
+ float3 lightColor = poiLight.color;
+ #ifndef OUTLINE
+ AOMap = POI2D_SAMPLER_PAN(_LightingAOTex, _MainTex, poiMesh.uv[_LightingAOTexUV], _LightingAOTexPan);
+
+ #ifdef FORWARD_BASE_PASS
+ //poiLight.color = saturate(_LightColor0.rgb) + saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
+ float3 magic = saturate(ShadeSH9(normalize(unity_SHAr + unity_SHAg + unity_SHAb)));
+ float3 normalLight = saturate(_LightColor0.rgb);
+ lightColor = saturate(magic * lerp(1, AOMap, _AOStrength) + normalLight);
+ #endif
+ #endif
+
+ float3 grayscale_vector = float3(.33333, .33333, .33333);
+ float3 ShadeSH9Plus = GetSHLength();
+ float3 ShadeSH9Minus = ShadeSH9(float4(0, 0, 0, 1));
+ poiLight.directLighting = saturate(lerp(ShadeSH9Plus, lightColor, 1 - _LightingIndirectContribution));
+ poiLight.indirectLighting = saturate(ShadeSH9Minus);
+
+ float3 directLighting = lerp(poiLight.directLighting, dot(poiLight.directLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
+ float3 indirectLighting = lerp(poiLight.indirectLighting, dot(poiLight.indirectLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
+
+ if (max(max(indirectLighting.x, indirectLighting.y), indirectLighting.z) <= _LightingNoIndirectThreshold && max(max(directLighting.x, directLighting.y), directLighting.z) >= 0)
+ {
+ indirectLighting = directLighting * _LightingNoIndirectMultiplier;
+ }
+
+ half4 shadowStrength = 1;
+ #ifndef OUTLINE
+ #ifndef SIMPLE
+ shadowStrength = POI2D_SAMPLER_PAN(_LightingShadowMask, _MainTex, poiMesh.uv[_LightingShadowMaskUV], _LightingShadowMaskPan);
+ #endif
+ shadowStrength *= half4(_ShadowStrength, _LightingShadowStrength1, _LightingShadowStrength2, 0);
+ #else
+ shadowStrength = _OutlineShadowStrength;
+ #endif
+
+ float bw_lightColor = dot(lightColor, grayscale_vector);
+ float bw_directLighting = (((poiLight.nDotL * 0.5 + 0.5) * bw_lightColor * lerp(1, poiLight.attenuation, _AttenuationMultiplier)) + dot(ShadeSH9Normal(poiMesh.normals[1]), grayscale_vector));
+ float bw_bottomIndirectLighting = dot(ShadeSH9Minus, grayscale_vector);
+ float bw_topIndirectLighting = dot(ShadeSH9Plus, grayscale_vector);
+ float lightDifference = ((bw_topIndirectLighting + bw_lightColor) - bw_bottomIndirectLighting);
+
+ fixed detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingDetailStrength).r;
+ poiLight.lightMap = smoothstep(0, lightDifference, bw_directLighting - bw_bottomIndirectLighting);
+ poiLight.lightMap *= detailShadow;
+ poiLight.rampedLightMap = lerp(1, UNITY_SAMPLE_TEX2D(_ToonRamp, poiLight.lightMap + _ShadowOffset), shadowStrength.r);
+
+ UNITY_BRANCH
+ if(_LightingNumRamps >= 2)
+ {
+ poiLight.rampedLightMap *= lerp(1, UNITY_SAMPLE_TEX2D_SAMPLER(_ToonRamp1, _ToonRamp, poiLight.lightMap + _ShadowOffset1), shadowStrength.g);
+ }
+ UNITY_BRANCH
+ if(_LightingNumRamps >= 3)
+ {
+ poiLight.rampedLightMap *= lerp(1, UNITY_SAMPLE_TEX2D_SAMPLER(_ToonRamp2, _ToonRamp, poiLight.lightMap + _ShadowOffset2), shadowStrength.b);
+ }
+
+ UNITY_BRANCH
+ if(_LightingStandardControlsToon)
+ {
+ float3 realisticLighting = calculateRealisticLighting(1);
+ poiLight.rampedLightMap = UNITY_SAMPLE_TEX2D(_ToonRamp, (.5 + dot(realisticLighting, float3(.33333, .33333, .33333)) * .5) + _ShadowOffset);
+ return;
+ }
+
+ UNITY_BRANCH
+ if(_LightingType == 0)
+ {
+ poiLight.finalLighting = lerp(indirectLighting * lerp(1, AOMap, _AOStrength), directLighting, poiLight.rampedLightMap);
+ }
+ UNITY_BRANCH
+ if(_LightingType == 1)
+ {
+ poiLight.finalLighting = lerp(poiLight.rampedLightMap * directLighting * lerp(1, AOMap, _AOStrength), directLighting, poiLight.rampedLightMap);
+ }
+ UNITY_BRANCH
+ if(_LightingType == 3)
+ {
+ poiLight.finalLighting = lerp(saturate(directLighting * _LightingStartColor), saturate(indirectLighting * _LightingEndColor * lerp(1, AOMap, _AOStrength)), smoothstep(_LightingGradientStart, _LightingGradientEnd, 1 - poiLight.lightMap));
+ }
+ }
+
+ float3 calculateNonImportantLighting(float attenuation, float attenuationDotNL, float3 albedo, float3 lightColor, half dotNL)
+ {
+ UNITY_BRANCH
+ if(_LightingAdditiveType == 0)
+ {
+ return lightColor * attenuationDotNL;
+ }
+ else
+ {
+ fixed detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingAdditiveDetailStrength).r;
+ return lerp(lightColor * attenuation, lightColor * _LightingAdditivePassthrough * attenuation, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, dotNL)) * detailShadow;
+ }
+ }
+
+ float3 calculateLighting(float3 albedo)
+ {
+ #ifdef SIMPLE
+ _LightingType = 1;
+ #endif
+ #ifdef FORWARD_BASE_PASS
+ calculateBasePassLighting();
+
+ #ifdef VERTEXLIGHT_ON
+ poiLight.vFinalLighting = 0;
+
+ for (int index = 0; index < 4; index ++)
+ {
+ poiLight.vFinalLighting += calculateNonImportantLighting(poiLight.vAttenuation[index], poiLight.vAttenuationDotNL[index], albedo, poiLight.vColor[index], poiLight.vCorrectedDotNL[index]);
+ }
+ #endif
+ #else
+ #if defined(POINT) || defined(SPOT)
+ #ifndef SIMPLE
+ fixed detailShadow = lerp(1, POI2D_SAMPLER_PAN(_LightingDetailShadows, _MainTex, poiMesh.uv[_LightingDetailShadowsUV], _LightingDetailShadowsPan), _LightingAdditiveDetailStrength).r;
+ UNITY_BRANCH
+ if(_LightingAdditiveType == 0)
+ {
+ return poiLight.color * poiLight.attenuation * max(0, poiLight.nDotL) * detailShadow;
+ }
+ else
+ {
+ return lerp(poiLight.color * max(poiLight.additiveShadow, _LightingAdditivePassthrough), poiLight.color * _LightingAdditivePassthrough, smoothstep(_LightingAdditiveGradientStart, _LightingAdditiveGradientEnd, 1 - (.5 * poiLight.nDotL + .5))) * poiLight.attenuation * detailShadow;
+ }
+ #else
+ poiLight.finalLighting = poiLight.color * poiLight.attenuation;
+ #endif
+ #endif
+ #endif
+
+ #ifdef FORWARD_BASE_PASS
+ UNITY_BRANCH
+ if(_LightingType == 2)
+ {
+ float3 realisticLighting = calculateRealisticLighting(finalColor).rgb;
+ return lerp(realisticLighting, dot(realisticLighting, float3(0.299, 0.587, 0.114)), _LightingMonochromatic);
+ }
+ else
+ {
+ return max(poiLight.finalLighting, _LightingMinLightBrightness);
+ }
+ #else
+ return max(poiLight.finalLighting, _LightingMinLightBrightness);
+ #endif
+ }
+#endif \ No newline at end of file