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-rw-r--r--VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc1240
-rw-r--r--VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc.meta9
2 files changed, 1249 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc b/VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc
new file mode 100644
index 00000000..8a6bd3ca
--- /dev/null
+++ b/VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc
@@ -0,0 +1,1240 @@
+#ifndef BAKERY_INCLUDED
+#define BAKERY_INCLUDED
+
+float bakeryLightmapMode;
+//float2 bakeryLightmapSize;
+#define BAKERYMODE_DEFAULT 0
+#define BAKERYMODE_VERTEXLM 1.0f
+#define BAKERYMODE_RNM 2.0f
+#define BAKERYMODE_SH 3.0f
+
+//#define BAKERY_SSBUMP
+
+//#define BAKERY_COMPRESSED_VOLUME_RGBM
+
+// can't fit vertexLM SH to sm3_0 interpolators
+#ifndef SHADER_API_D3D11
+ #undef BAKERY_VERTEXLMSH
+#endif
+
+// can't do stuff on sm2_0 due to standard shader alrady taking up all instructions
+#if SHADER_TARGET < 30
+ #undef BAKERY_BICUBIC
+ #undef BAKERY_LMSPEC
+
+ #undef BAKERY_RNM
+ #undef BAKERY_SH
+ #undef BAKERY_VERTEXLM
+#endif
+
+#ifndef _NORMALMAP
+ #undef BAKERY_RNM
+ //#undef BAKERY_SH
+#endif
+
+#ifndef UNITY_SHOULD_SAMPLE_SH
+ #undef BAKERY_PROBESHNONLINEAR
+#endif
+
+#if defined(BAKERY_RNM) && defined(BAKERY_LMSPEC)
+#define BAKERY_RNMSPEC
+#endif
+
+#ifndef BAKERY_VERTEXLM
+ #undef BAKERY_VERTEXLMDIR
+ #undef BAKERY_VERTEXLMSH
+ #undef BAKERY_VERTEXLMMASK
+#endif
+
+#define lumaConv float3(0.2125f, 0.7154f, 0.0721f)
+
+#if defined(BAKERY_SH) || defined(BAKERY_VERTEXLMSH) || defined(BAKERY_PROBESHNONLINEAR) || defined(BAKERY_VOLUME)
+float shEvaluateDiffuseL1Geomerics(float L0, float3 L1, float3 n)
+{
+ // average energy
+ float R0 = L0;
+
+ // avg direction of incoming light
+ float3 R1 = 0.5f * L1;
+
+ // directional brightness
+ float lenR1 = length(R1);
+
+ // linear angle between normal and direction 0-1
+ //float q = 0.5f * (1.0f + dot(R1 / lenR1, n));
+ //float q = dot(R1 / lenR1, n) * 0.5 + 0.5;
+ float q = dot(normalize(R1), n) * 0.5 + 0.5;
+
+ // power for q
+ // lerps from 1 (linear) to 3 (cubic) based on directionality
+ float p = 1.0f + 2.0f * lenR1 / R0;
+
+ // dynamic range constant
+ // should vary between 4 (highly directional) and 0 (ambient)
+ float a = (1.0f - lenR1 / R0) / (1.0f + lenR1 / R0);
+
+ return R0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p));
+}
+#endif
+
+#ifdef BAKERY_VERTEXLM
+ float4 unpack4NFloats(float src) {
+ //return fmod(float4(src / 262144.0, src / 4096.0, src / 64.0, src), 64.0)/64.0;
+ return frac(float4(src / (262144.0*64), src / (4096.0*64), src / (64.0*64), src));
+ }
+ float3 unpack3NFloats(float src) {
+ float r = frac(src);
+ float g = frac(src * 256.0);
+ float b = frac(src * 65536.0);
+ return float3(r, g, b);
+ }
+#if defined(BAKERY_VERTEXLMDIR)
+ void BakeryVertexLMDirection(inout float3 diffuseColor, inout float3 specularColor, float3 lightDirection, float3 vertexNormalWorld, float3 normalWorld, float3 viewDir, float smoothness)
+ {
+ float3 dominantDir = Unity_SafeNormalize(lightDirection);
+ half halfLambert = dot(normalWorld, dominantDir) * 0.5 + 0.5;
+ half flatNormalHalfLambert = dot(vertexNormalWorld, dominantDir) * 0.5 + 0.5;
+
+ #ifdef BAKERY_LMSPEC
+ half3 halfDir = Unity_SafeNormalize(normalize(dominantDir) - viewDir);
+ half nh = saturate(dot(normalWorld, halfDir));
+ half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
+ half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
+ half spec = GGXTerm(nh, roughness);
+ specularColor = spec * diffuseColor;
+ #endif
+
+ diffuseColor *= halfLambert / max(1e-4h, flatNormalHalfLambert);
+ }
+#elif defined(BAKERY_VERTEXLMSH)
+ void BakeryVertexLMSH(inout float3 diffuseColor, inout float3 specularColor, float3 shL1x, float3 shL1y, float3 shL1z, float3 normalWorld, float3 viewDir, float smoothness)
+ {
+ float3 L0 = diffuseColor;
+ float3 nL1x = shL1x;
+ float3 nL1y = shL1y;
+ float3 nL1z = shL1z;
+ float3 L1x = nL1x * L0 * 2;
+ float3 L1y = nL1y * L0 * 2;
+ float3 L1z = nL1z * L0 * 2;
+
+ float3 sh;
+ #if BAKERY_SHNONLINEAR
+ //sh.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld);
+ //sh.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld);
+ //sh.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld);
+
+ float lumaL0 = dot(L0, 1);
+ float lumaL1x = dot(L1x, 1);
+ float lumaL1y = dot(L1y, 1);
+ float lumaL1z = dot(L1z, 1);
+ float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
+
+ sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
+ float regularLumaSH = dot(sh, 1);
+ //sh *= regularLumaSH < 0.001 ? 1 : (lumaSH / regularLumaSH);
+ sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
+
+ #else
+ sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
+ #endif
+
+ diffuseColor = max(sh, 0.0);
+
+ #ifdef BAKERY_LMSPEC
+ float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
+ float focus = saturate(length(dominantDir));
+ half3 halfDir = Unity_SafeNormalize(normalize(dominantDir) - viewDir);
+ half nh = saturate(dot(normalWorld, halfDir));
+ half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness );//* sqrt(focus));
+ half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
+ half spec = GGXTerm(nh, roughness);
+ specularColor = max(spec * sh, 0.0);
+ #endif
+ }
+#endif
+#endif
+
+#ifdef BAKERY_BICUBIC
+float BakeryBicubic_w0(float a)
+{
+ return (1.0f/6.0f)*(a*(a*(-a + 3.0f) - 3.0f) + 1.0f);
+}
+
+float BakeryBicubic_w1(float a)
+{
+ return (1.0f/6.0f)*(a*a*(3.0f*a - 6.0f) + 4.0f);
+}
+
+float BakeryBicubic_w2(float a)
+{
+ return (1.0f/6.0f)*(a*(a*(-3.0f*a + 3.0f) + 3.0f) + 1.0f);
+}
+
+float BakeryBicubic_w3(float a)
+{
+ return (1.0f/6.0f)*(a*a*a);
+}
+
+float BakeryBicubic_g0(float a)
+{
+ return BakeryBicubic_w0(a) + BakeryBicubic_w1(a);
+}
+
+float BakeryBicubic_g1(float a)
+{
+ return BakeryBicubic_w2(a) + BakeryBicubic_w3(a);
+}
+
+float BakeryBicubic_h0(float a)
+{
+ return -1.0f + BakeryBicubic_w1(a) / (BakeryBicubic_w0(a) + BakeryBicubic_w1(a)) + 0.5f;
+}
+
+float BakeryBicubic_h1(float a)
+{
+ return 1.0f + BakeryBicubic_w3(a) / (BakeryBicubic_w2(a) + BakeryBicubic_w3(a)) + 0.5f;
+}
+#endif
+
+struct BakeryVertexInput
+{
+ float4 vertex : POSITION;
+#ifdef BAKERY_VERTEXLM
+ fixed4 color : COLOR;
+ #ifdef BAKERY_VERTEXLMSH
+ float2 uv3 : TEXCOORD3;
+ #endif
+#endif
+ half3 normal : NORMAL;
+ float2 uv0 : TEXCOORD0;
+ float2 uv1 : TEXCOORD1;
+#if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META)
+ float2 uv2 : TEXCOORD2;
+#endif
+#if defined(_TANGENT_TO_WORLD) || defined(BAKERY_RNMSPEC)
+ half4 tangent : TANGENT;
+#endif
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+};
+
+float4 BakeryTexCoords(BakeryVertexInput v)
+{
+ float4 texcoord;
+ texcoord.xy = TRANSFORM_TEX(v.uv0, _MainTex); // Always source from uv0
+ texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap);
+ return texcoord;
+}
+
+inline half4 BakeryVertexGIForward(BakeryVertexInput v, float3 posWorld, half3 normalWorld)
+{
+ half4 ambientOrLightmapUV = 0;
+ // Static lightmaps
+#ifndef LIGHTMAP_OFF
+ ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+ ambientOrLightmapUV.zw = 0;
+ // Sample light probe for Dynamic objects only (no static or dynamic lightmaps)
+#elif UNITY_SHOULD_SAMPLE_SH
+#ifdef VERTEXLIGHT_ON
+ // Approximated illumination from non-important point lights
+ ambientOrLightmapUV.rgb = 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, posWorld, normalWorld);
+#endif
+
+ ambientOrLightmapUV.rgb = ShadeSHPerVertex(normalWorld, ambientOrLightmapUV.rgb);
+#endif
+
+#ifdef DYNAMICLIGHTMAP_ON
+ ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+#endif
+
+#ifdef BAKERY_VERTEXLM
+ if (bakeryLightmapMode == BAKERYMODE_VERTEXLM)
+ {
+ #ifdef BAKERY_VERTEXLMMASK
+ ambientOrLightmapUV = unpack4NFloats(v.uv1.x);
+ #endif
+ }
+#endif
+
+ return ambientOrLightmapUV;
+}
+
+//Forward Pass
+struct BakeryVertexOutputForwardBase
+{
+ float4 pos : SV_POSITION;
+ float4 tex : TEXCOORD0;
+ half3 eyeVec : TEXCOORD1;
+
+#if UNITY_VERSION >= 201740
+ float4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
+#else
+ half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
+#endif
+
+#if defined(BAKERY_RNMSPEC)
+ half3 viewDirForParallax : TEXCOORD13;
+#endif
+
+ half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV
+ UNITY_SHADOW_COORDS(6)
+ UNITY_FOG_COORDS(7)
+
+#ifdef BAKERY_VERTEXLM
+ float4 color : COLOR_centroid;
+ #if defined(BAKERY_VERTEXLMDIR)
+ float3 lightDirection : TEXCOORD10_centroid; // is this even legal
+ #elif defined(BAKERY_VERTEXLMSH)
+ float3 shL1x : TEXCOORD10_centroid;
+ float3 shL1y : TEXCOORD11_centroid;
+ float3 shL1z : TEXCOORD12_centroid;
+ #endif
+#endif
+
+ // next ones would not fit into SM2.0 limits, but they are always for SM3.0+
+#if UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME || (UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT)
+ float3 posWorld : TEXCOORD8;
+#endif
+
+#if UNITY_OPTIMIZE_TEXCUBELOD
+ #if UNITY_SPECCUBE_BOX_PROJECTION
+ half3 reflUVW : TEXCOORD9;
+ #else
+ half3 reflUVW : TEXCOORD8;
+ #endif
+#endif
+
+ UNITY_VERTEX_INPUT_INSTANCE_ID
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+BakeryVertexOutputForwardBase bakeryVertForwardBase(BakeryVertexInput v)
+{
+ UNITY_SETUP_INSTANCE_ID(v);
+ BakeryVertexOutputForwardBase o;
+ UNITY_INITIALIZE_OUTPUT(BakeryVertexOutputForwardBase, o);
+ UNITY_TRANSFER_INSTANCE_ID(v, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
+ #if UNITY_REQUIRE_FRAG_WORLDPOS
+ #if UNITY_PACK_WORLDPOS_WITH_TANGENT
+ o.tangentToWorldAndPackedData[0].w = posWorld.x;
+ o.tangentToWorldAndPackedData[1].w = posWorld.y;
+ o.tangentToWorldAndPackedData[2].w = posWorld.z;
+ #else
+ o.posWorld = posWorld.xyz;
+ #endif
+ #endif
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ float3 normalWorld = UnityObjectToWorldNormal(v.normal);
+ o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
+
+ o.tex = BakeryTexCoords(v);
+#ifdef _TANGENT_TO_WORLD
+ float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
+
+ float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
+ o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0];
+ o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1];
+ o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2];
+#else
+ o.tangentToWorldAndPackedData[0].xyz = 0;
+ o.tangentToWorldAndPackedData[1].xyz = 0;
+ o.tangentToWorldAndPackedData[2].xyz = normalWorld;
+#endif
+ //We need this for shadow receving
+ UNITY_TRANSFER_SHADOW(o, v.uv1);
+
+ o.ambientOrLightmapUV = BakeryVertexGIForward(v, posWorld, normalWorld);
+
+#if defined(_PARALLAXMAP) || defined(BAKERY_RNMSPEC)
+ TANGENT_SPACE_ROTATION;
+#endif
+
+#if defined(_PARALLAXMAP)
+ half3 viewDirForParallax = mul(rotation, ObjSpaceViewDir(v.vertex));
+ o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x;
+ o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y;
+ o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z;
+#endif
+
+#if defined(BAKERY_RNMSPEC)
+ o.viewDirForParallax = mul(rotation, ObjSpaceViewDir(v.vertex));
+#endif
+
+#if UNITY_OPTIMIZE_TEXCUBELOD
+ o.reflUVW = reflect(o.eyeVec, normalWorld);
+#endif
+
+#ifdef BAKERY_VERTEXLM
+ // Unpack from RGBM
+ o.color = v.color;
+ o.color.rgb *= o.color.a * 8.0f;
+ o.color.rgb *= o.color.rgb;
+
+ #if defined(BAKERY_VERTEXLMDIR)
+ o.lightDirection = unpack3NFloats(v.uv1.y) * 2 - 1;
+ #elif defined(BAKERY_VERTEXLMSH)
+ o.shL1x = unpack3NFloats(v.uv1.y) * 2 - 1;
+ o.shL1y = unpack3NFloats(v.uv3.x) * 2 - 1;
+ o.shL1z = unpack3NFloats(v.uv3.y) * 2 - 1;
+ #endif
+#endif
+
+ UNITY_TRANSFER_FOG(o, o.pos);
+ return o;
+}
+
+/*
+inline UnityGI BakeryFragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections)
+{
+ UnityGIInput d;
+ d.light = light;
+ d.worldPos = s.posWorld;
+ d.worldViewDir = -s.eyeVec;
+ d.atten = atten;
+ #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
+ d.ambient = 0;
+ d.lightmapUV = i_ambientOrLightmapUV;
+ #else
+ d.ambient = i_ambientOrLightmapUV.rgb;
+ d.lightmapUV = 0;
+ #endif
+
+ d.probeHDR[0] = unity_SpecCube0_HDR;
+ d.probeHDR[1] = unity_SpecCube1_HDR;
+ #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION)
+ d.boxMin[0] = unity_SpecCube0_BoxMin; // .w holds lerp value for blending
+ #endif
+ #ifdef UNITY_SPECCUBE_BOX_PROJECTION
+ d.boxMax[0] = unity_SpecCube0_BoxMax;
+ d.probePosition[0] = unity_SpecCube0_ProbePosition;
+ d.boxMax[1] = unity_SpecCube1_BoxMax;
+ d.boxMin[1] = unity_SpecCube1_BoxMin;
+ d.probePosition[1] = unity_SpecCube1_ProbePosition;
+ #endif
+
+ if(reflections)
+ {
+ Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.smoothness, -s.eyeVec, s.normalWorld, s.specColor);
+ // Replace the reflUVW if it has been compute in Vertex shader. Note: the compiler will optimize the calcul in UnityGlossyEnvironmentSetup itself
+ #if UNITY_STANDARD_SIMPLE
+ g.reflUVW = s.reflUVW;
+ #endif
+
+ return UnityGlobalIllumination (d, occlusion, s.normalWorld, g);
+ }
+ else
+ {
+ return UnityGlobalIllumination (d, occlusion, s.normalWorld);
+ }
+}
+*/
+
+#if defined(BAKERY_RNM) || defined(BAKERY_SH)
+sampler2D _RNM0, _RNM1, _RNM2;
+float4 _RNM0_TexelSize;
+#endif
+
+#ifdef BAKERY_VOLUME
+Texture3D _Volume0, _Volume1, _Volume2, _VolumeMask;
+SamplerState sampler_Volume0;
+float3 _VolumeMin, _VolumeInvSize;
+float3 _GlobalVolumeMin, _GlobalVolumeInvSize;
+ #ifdef BAKERY_COMPRESSED_VOLUME
+ Texture3D _Volume3;
+ #endif
+ #ifdef BAKERY_VOLROTATION
+ float4x4 _GlobalVolumeMatrix, _VolumeMatrix;
+ #endif
+#endif
+
+#ifdef BAKERY_BICUBIC
+ // Bicubic
+ float4 BakeryTex2D(sampler2D tex, float2 uv, float4 texelSize)
+ {
+ float x = uv.x * texelSize.z;
+ float y = uv.y * texelSize.z;
+
+ x -= 0.5f;
+ y -= 0.5f;
+
+ float px = floor(x);
+ float py = floor(y);
+
+ float fx = x - px;
+ float fy = y - py;
+
+ float g0x = BakeryBicubic_g0(fx);
+ float g1x = BakeryBicubic_g1(fx);
+ float h0x = BakeryBicubic_h0(fx);
+ float h1x = BakeryBicubic_h1(fx);
+ float h0y = BakeryBicubic_h0(fy);
+ float h1y = BakeryBicubic_h1(fy);
+
+ return BakeryBicubic_g0(fy) * ( g0x * tex2D(tex, (float2(px + h0x, py + h0y) * texelSize.x)) +
+ g1x * tex2D(tex, (float2(px + h1x, py + h0y) * texelSize.x))) +
+
+ BakeryBicubic_g1(fy) * ( g0x * tex2D(tex, (float2(px + h0x, py + h1y) * texelSize.x)) +
+ g1x * tex2D(tex, (float2(px + h1x, py + h1y) * texelSize.x)));
+ }
+ float4 BakeryTex2D(Texture2D tex, SamplerState s, float2 uv, float4 texelSize)
+ {
+ float x = uv.x * texelSize.z;
+ float y = uv.y * texelSize.z;
+
+ x -= 0.5f;
+ y -= 0.5f;
+
+ float px = floor(x);
+ float py = floor(y);
+
+ float fx = x - px;
+ float fy = y - py;
+
+ float g0x = BakeryBicubic_g0(fx);
+ float g1x = BakeryBicubic_g1(fx);
+ float h0x = BakeryBicubic_h0(fx);
+ float h1x = BakeryBicubic_h1(fx);
+ float h0y = BakeryBicubic_h0(fy);
+ float h1y = BakeryBicubic_h1(fy);
+
+ return BakeryBicubic_g0(fy) * ( g0x * tex.Sample(s, (float2(px + h0x, py + h0y) * texelSize.x)) +
+ g1x * tex.Sample(s, (float2(px + h1x, py + h0y) * texelSize.x))) +
+
+ BakeryBicubic_g1(fy) * ( g0x * tex.Sample(s, (float2(px + h0x, py + h1y) * texelSize.x)) +
+ g1x * tex.Sample(s, (float2(px + h1x, py + h1y) * texelSize.x)));
+ }
+#else
+ // Bilinear
+ float4 BakeryTex2D(sampler2D tex, float2 uv, float4 texelSize)
+ {
+ return tex2D(tex, uv);
+ }
+ float4 BakeryTex2D(Texture2D tex, SamplerState s, float2 uv, float4 texelSize)
+ {
+ return tex.Sample(s, uv);
+ }
+#endif
+
+#ifdef DIRLIGHTMAP_COMBINED
+#ifdef BAKERY_LMSPEC
+float BakeryDirectionalLightmapSpecular(float2 lmUV, float3 normalWorld, float3 viewDir, float smoothness)
+{
+ float3 dominantDir = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, lmUV).xyz * 2 - 1;
+ half3 halfDir = Unity_SafeNormalize(normalize(dominantDir) - viewDir);
+ half nh = saturate(dot(normalWorld, halfDir));
+ half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
+ half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
+ half spec = GGXTerm(nh, roughness);
+ return spec;
+}
+#endif
+#endif
+
+#ifdef BAKERY_RNM
+void BakeryRNM(inout float3 diffuseColor, inout float3 specularColor, float2 lmUV, float3 normalMap, float smoothness, float3 viewDirT)
+{
+ const float3 rnmBasis0 = float3(0.816496580927726f, 0, 0.5773502691896258f);
+ const float3 rnmBasis1 = float3(-0.4082482904638631f, 0.7071067811865475f, 0.5773502691896258f);
+ const float3 rnmBasis2 = float3(-0.4082482904638631f, -0.7071067811865475f, 0.5773502691896258f);
+
+ float3 rnm0 = DecodeLightmap(BakeryTex2D(_RNM0, lmUV, _RNM0_TexelSize));
+ float3 rnm1 = DecodeLightmap(BakeryTex2D(_RNM1, lmUV, _RNM0_TexelSize));
+ float3 rnm2 = DecodeLightmap(BakeryTex2D(_RNM2, lmUV, _RNM0_TexelSize));
+
+ #ifdef BAKERY_SSBUMP
+ diffuseColor = normalMap.x * rnm0
+ + normalMap.z * rnm1
+ + normalMap.y * rnm2;
+ diffuseColor *= 2;
+ #else
+ diffuseColor = saturate(dot(rnmBasis0, normalMap)) * rnm0
+ + saturate(dot(rnmBasis1, normalMap)) * rnm1
+ + saturate(dot(rnmBasis2, normalMap)) * rnm2;
+ #endif
+
+ #ifdef BAKERY_LMSPEC
+ float3 dominantDirT = rnmBasis0 * dot(rnm0, lumaConv) +
+ rnmBasis1 * dot(rnm1, lumaConv) +
+ rnmBasis2 * dot(rnm2, lumaConv);
+
+ float3 dominantDirTN = NormalizePerPixelNormal(dominantDirT);
+ float3 specColor = saturate(dot(rnmBasis0, dominantDirTN)) * rnm0 +
+ saturate(dot(rnmBasis1, dominantDirTN)) * rnm1 +
+ saturate(dot(rnmBasis2, dominantDirTN)) * rnm2;
+
+ half3 halfDir = Unity_SafeNormalize(dominantDirTN - viewDirT);
+ half nh = saturate(dot(normalMap, halfDir));
+ half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness);
+ half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
+ half spec = GGXTerm(nh, roughness);
+ specularColor = spec * specColor;
+ #endif
+}
+#endif
+
+#ifdef BAKERY_SH
+void BakerySH(inout float3 diffuseColor, inout float3 specularColor, float2 lmUV, float3 normalWorld, float3 viewDir, float smoothness)
+{
+#ifdef SHADER_API_D3D11
+ float3 L0 = DecodeLightmap(BakeryTex2D(unity_Lightmap, samplerunity_Lightmap, lmUV, _RNM0_TexelSize));
+#else
+ float3 L0 = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, lmUV));
+#endif
+ float3 nL1x = BakeryTex2D(_RNM0, lmUV, _RNM0_TexelSize) * 2 - 1;
+ float3 nL1y = BakeryTex2D(_RNM1, lmUV, _RNM0_TexelSize) * 2 - 1;
+ float3 nL1z = BakeryTex2D(_RNM2, lmUV, _RNM0_TexelSize) * 2 - 1;
+ float3 L1x = nL1x * L0 * 2;
+ float3 L1y = nL1y * L0 * 2;
+ float3 L1z = nL1z * L0 * 2;
+
+ float3 sh;
+#if BAKERY_SHNONLINEAR
+ float lumaL0 = dot(L0, 1);
+ float lumaL1x = dot(L1x, 1);
+ float lumaL1y = dot(L1y, 1);
+ float lumaL1z = dot(L1z, 1);
+ float lumaSH = shEvaluateDiffuseL1Geomerics(lumaL0, float3(lumaL1x, lumaL1y, lumaL1z), normalWorld);
+
+ sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
+ float regularLumaSH = dot(sh, 1);
+ //sh *= regularLumaSH < 0.001 ? 1 : (lumaSH / regularLumaSH);
+ sh *= lerp(1, lumaSH / regularLumaSH, saturate(regularLumaSH*16));
+
+ //sh.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), normalWorld);
+ //sh.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), normalWorld);
+ //sh.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), normalWorld);
+
+#else
+ sh = L0 + normalWorld.x * L1x + normalWorld.y * L1y + normalWorld.z * L1z;
+#endif
+
+ diffuseColor = max(sh, 0.0);
+
+ #ifdef BAKERY_LMSPEC
+ float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
+ float focus = saturate(length(dominantDir));
+ half3 halfDir = Unity_SafeNormalize(normalize(dominantDir) - viewDir);
+ half nh = saturate(dot(normalWorld, halfDir));
+ half perceptualRoughness = SmoothnessToPerceptualRoughness(smoothness );//* sqrt(focus));
+ half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
+ half spec = GGXTerm(nh, roughness);
+
+ sh = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
+
+ specularColor = max(spec * sh, 0.0);
+ #endif
+}
+#endif
+
+half4 bakeryFragForwardBase(BakeryVertexOutputForwardBase i) : SV_Target
+{
+ FRAGMENT_SETUP(s)
+#if UNITY_OPTIMIZE_TEXCUBELOD
+ s.reflUVW = i.reflUVW;
+#endif
+
+ UnityLight mainLight = MainLight ();
+ UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld);
+
+#ifdef BAKERY_VOLUME
+ bool isGlobal = _VolumeInvSize.x > 1000000; // ~inf
+ float3 volViewDir = s.eyeVec;
+ #ifdef BAKERY_VOLROTATION
+ float4x4 volMatrix = (isGlobal ? _GlobalVolumeMatrix : _VolumeMatrix);
+ float3 volInvSize = (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
+ float3 lpUV = mul(volMatrix, float4(s.posWorld,1)).xyz * volInvSize + 0.5f;
+ float3 volNormal = mul((float3x3)volMatrix, s.normalWorld);
+ #ifdef BAKERY_LMSPEC
+ volViewDir = mul((float3x3)volMatrix, volViewDir);
+ #endif
+ #else
+ float3 lpUV = (s.posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
+ float3 volNormal = s.normalWorld;
+ #endif
+#endif
+
+#ifdef BAKERY_VOLUME
+ mainLight.color *= saturate(dot(_VolumeMask.Sample(sampler_Volume0, lpUV), unity_OcclusionMaskSelector));
+#elif BAKERY_VERTEXLMMASK
+ if (bakeryLightmapMode == BAKERYMODE_VERTEXLM)
+ {
+ mainLight.color *= saturate(dot(i.ambientOrLightmapUV, unity_OcclusionMaskSelector));
+ }
+#endif
+
+ half occlusion = Occlusion(i.tex.xy);
+ UnityGI gi = FragmentGI(s, occlusion, i.ambientOrLightmapUV, atten, mainLight);
+
+#ifdef BAKERY_VOLUME
+
+ #ifdef BAKERY_COMPRESSED_VOLUME
+ float4 tex0, tex1, tex2, tex3;
+ float3 L0, L1x, L1y, L1z;
+ tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
+ tex1 = _Volume1.Sample(sampler_Volume0, lpUV) * 2 - 1;
+ tex2 = _Volume2.Sample(sampler_Volume0, lpUV) * 2 - 1;
+ tex3 = _Volume3.Sample(sampler_Volume0, lpUV) * 2 - 1;
+ #ifdef BAKERY_COMPRESSED_VOLUME_RGBM
+ L0 = tex0.xyz * (tex0.w * 8.0f);
+ L0 *= L0;
+ #else
+ L0 = tex0.xyz;
+ #endif
+ L1x = tex1.xyz * L0;
+ L1y = tex2.xyz * L0;
+ L1z = tex3.xyz * L0;
+ #else
+ float4 tex0, tex1, tex2;
+ float3 L0, L1x, L1y, L1z;
+ tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
+ tex1 = _Volume1.Sample(sampler_Volume0, lpUV);
+ tex2 = _Volume2.Sample(sampler_Volume0, lpUV);
+ L0 = tex0.xyz;
+ L1x = tex1.xyz;
+ L1y = tex2.xyz;
+ L1z = float3(tex0.w, tex1.w, tex2.w);
+ #endif
+ gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), volNormal);
+ gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), volNormal);
+ gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), volNormal);
+
+ #ifdef UNITY_COLORSPACE_GAMMA
+ gi.indirect.diffuse = pow(gi.indirect.diffuse, 1.0f / 2.2f);
+ #endif
+
+ #ifdef BAKERY_LMSPEC
+ float3 nL1x = L1x / L0;
+ float3 nL1y = L1y / L0;
+ float3 nL1z = L1z / L0;
+ float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
+ half3 halfDir = Unity_SafeNormalize(normalize(dominantDir) - volViewDir);
+ half nh = saturate(dot(volNormal, halfDir));
+ half perceptualRoughness = SmoothnessToPerceptualRoughness(s.smoothness);
+ half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
+ half spec = GGXTerm(nh, roughness);
+ float3 sh = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
+ gi.indirect.specular += max(spec * sh, 0.0);
+ #endif
+
+#elif BAKERY_PROBESHNONLINEAR
+ float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
+ gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(L0.r, unity_SHAr.xyz, s.normalWorld);
+ gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(L0.g, unity_SHAg.xyz, s.normalWorld);
+ gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(L0.b, unity_SHAb.xyz, s.normalWorld);
+#endif
+
+#ifdef DIRLIGHTMAP_COMBINED
+#ifdef BAKERY_LMSPEC
+ if (bakeryLightmapMode == BAKERYMODE_DEFAULT)
+ {
+ gi.indirect.specular += BakeryDirectionalLightmapSpecular(i.ambientOrLightmapUV.xy, s.normalWorld, s.eyeVec, s.smoothness) * gi.indirect.diffuse;
+ }
+#endif
+#endif
+
+#ifdef BAKERY_VERTEXLM
+ if (bakeryLightmapMode == BAKERYMODE_VERTEXLM)
+ {
+ gi.indirect.diffuse = i.color.rgb;
+ float3 prevSpec = gi.indirect.specular;
+
+ #if defined(BAKERY_VERTEXLMDIR)
+ BakeryVertexLMDirection(gi.indirect.diffuse, gi.indirect.specular, i.lightDirection, i.tangentToWorldAndPackedData[2].xyz, s.normalWorld, s.eyeVec, s.smoothness);
+ gi.indirect.specular += prevSpec;
+ #elif defined (BAKERY_VERTEXLMSH)
+ BakeryVertexLMSH(gi.indirect.diffuse, gi.indirect.specular, i.shL1x, i.shL1y, i.shL1z, s.normalWorld, s.eyeVec, s.smoothness);
+ gi.indirect.specular += prevSpec;
+ #endif
+ }
+#endif
+
+#ifdef BAKERY_RNM
+ if (bakeryLightmapMode == BAKERYMODE_RNM)
+ {
+ #ifdef BAKERY_SSBUMP
+ float3 normalMap = tex2D(_BumpMap, i.tex.xy).xyz;
+ #else
+ float3 normalMap = NormalInTangentSpace(i.tex);
+ #endif
+
+ float3 eyeVecT = 0;
+ #ifdef BAKERY_LMSPEC
+ eyeVecT = -NormalizePerPixelNormal(i.viewDirForParallax);
+ #endif
+
+ float3 prevSpec = gi.indirect.specular;
+ BakeryRNM(gi.indirect.diffuse, gi.indirect.specular, i.ambientOrLightmapUV.xy, normalMap, s.smoothness, eyeVecT);
+ gi.indirect.specular += prevSpec;
+ }
+#endif
+
+#ifdef BAKERY_SH
+ #if SHADER_TARGET >= 30
+ if (bakeryLightmapMode == BAKERYMODE_SH)
+ #endif
+ {
+ float3 prevSpec = gi.indirect.specular;
+ BakerySH(gi.indirect.diffuse, gi.indirect.specular, i.ambientOrLightmapUV.xy, s.normalWorld, s.eyeVec, s.smoothness);
+ gi.indirect.specular += prevSpec;
+ }
+#endif
+
+ half4 c = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect);
+
+ c.rgb += UNITY_BRDF_GI(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi);
+ c.rgb += Emission(i.tex.xy);
+
+ UNITY_APPLY_FOG(i.fogCoord, c.rgb);
+
+ return OutputForward(c, s.alpha);
+}
+
+
+// Additive forward pass (one light per pass)
+struct BakeryVertexOutputForwardAdd
+{
+ float4 pos : SV_POSITION;
+ float4 tex : TEXCOORD0;
+ half3 eyeVec : TEXCOORD1;
+#if UNITY_VERSION >= 201740
+ float4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
+#else
+ half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
+#endif
+ float3 posWorld : TEXCOORD5;
+ UNITY_SHADOW_COORDS(6)
+ UNITY_FOG_COORDS(7)
+
+ // next ones would not fit into SM2.0 limits, but they are always for SM3.0+
+#if defined(_PARALLAXMAP)
+ half3 viewDirForParallax : TEXCOORD8;
+#endif
+
+#ifdef BAKERY_VERTEXLMMASK
+ fixed4 shadowMask : COLOR;
+#endif
+
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+BakeryVertexOutputForwardAdd bakeryVertForwardAdd(BakeryVertexInput v)
+{
+ UNITY_SETUP_INSTANCE_ID(v);
+ BakeryVertexOutputForwardAdd o;
+ UNITY_INITIALIZE_OUTPUT(BakeryVertexOutputForwardAdd, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ o.tex = BakeryTexCoords(v);
+ o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
+ o.posWorld = posWorld.xyz;
+ float3 normalWorld = UnityObjectToWorldNormal(v.normal);
+#ifdef _TANGENT_TO_WORLD
+ float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
+
+ float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
+ o.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0];
+ o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1];
+ o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2];
+#else
+ o.tangentToWorldAndLightDir[0].xyz = 0;
+ o.tangentToWorldAndLightDir[1].xyz = 0;
+ o.tangentToWorldAndLightDir[2].xyz = normalWorld;
+#endif
+ //We need this for shadow receving
+ UNITY_TRANSFER_SHADOW(o, v.uv1);
+
+ float3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w;
+#ifndef USING_DIRECTIONAL_LIGHT
+ lightDir = NormalizePerVertexNormal(lightDir);
+#endif
+ o.tangentToWorldAndLightDir[0].w = lightDir.x;
+ o.tangentToWorldAndLightDir[1].w = lightDir.y;
+ o.tangentToWorldAndLightDir[2].w = lightDir.z;
+
+#ifdef _PARALLAXMAP
+ TANGENT_SPACE_ROTATION;
+ o.viewDirForParallax = mul(rotation, ObjSpaceViewDir(v.vertex));
+#endif
+
+#ifdef BAKERY_VERTEXLMMASK
+ o.shadowMask = unpack4NFloats(v.uv1.x);
+#endif
+
+ UNITY_TRANSFER_FOG(o, o.pos);
+ return o;
+}
+
+half4 bakeryFragForwardAdd(BakeryVertexOutputForwardAdd i) : SV_Target
+{
+ FRAGMENT_SETUP_FWDADD(s)
+
+ UNITY_LIGHT_ATTENUATION(atten, i, s.posWorld)
+ UnityLight light = AdditiveLight (IN_LIGHTDIR_FWDADD(i), atten);
+ UnityIndirect noIndirect = ZeroIndirect ();
+
+ half4 c = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, light, noIndirect);
+
+#ifdef BAKERY_VOLUME
+ bool isGlobal = _VolumeInvSize.x > 1000000; // ~inf
+
+ #ifdef BAKERY_VOLROTATION
+ float4x4 volMatrix = (isGlobal ? _GlobalVolumeMatrix : _VolumeMatrix);
+ float3 volInvSize = (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
+ float3 lpUV = mul(volMatrix, float4(s.posWorld,1)).xyz * volInvSize + 0.5f;
+ #else
+ float3 lpUV = (s.posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
+ #endif
+
+ c *= saturate(dot(_VolumeMask.Sample(sampler_Volume0, lpUV), unity_OcclusionMaskSelector));
+
+#elif BAKERY_VERTEXLMMASK
+ if (bakeryLightmapMode == BAKERYMODE_VERTEXLM)
+ {
+ c *= saturate(dot(i.shadowMask, unity_OcclusionMaskSelector));
+ }
+#endif
+
+ UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass
+
+ return OutputForward(c, s.alpha);
+}
+
+
+//Deferred Pass
+struct BakeryVertexOutputDeferred
+{
+ float4 pos : SV_POSITION;
+ float4 tex : TEXCOORD0;
+ half3 eyeVec : TEXCOORD1;
+
+#if UNITY_VERSION >= 201740
+ float4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
+#else
+ half4 tangentToWorldAndPackedData[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax]
+#endif
+
+#if defined(BAKERY_RNMSPEC)
+ half3 viewDirForParallax : TEXCOORD9;
+#endif
+
+ half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs
+
+#ifdef BAKERY_VERTEXLM
+ fixed4 color : COLOR;
+ #if defined(BAKERY_VERTEXLMDIR)
+ float3 lightDirection : TEXCOORD8;
+ #elif defined(BAKERY_VERTEXLMSH)
+ float3 shL1x : TEXCOORD8_centroid;
+ float3 shL1y : TEXCOORD10_centroid;
+ float3 shL1z : TEXCOORD11_centroid;
+ #endif
+#endif
+
+#if UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME || (UNITY_REQUIRE_FRAG_WORLDPOS && !UNITY_PACK_WORLDPOS_WITH_TANGENT) || BAKERY_VOLUME
+ float3 posWorld : TEXCOORD6;
+#endif
+
+#if UNITY_OPTIMIZE_TEXCUBELOD
+#if UNITY_SPECCUBE_BOX_PROJECTION
+ half3 reflUVW : TEXCOORD7;
+#else
+ half3 reflUVW : TEXCOORD6;
+#endif
+#endif
+
+ UNITY_VERTEX_OUTPUT_STEREO
+};
+
+BakeryVertexOutputDeferred bakeryVertDeferred(BakeryVertexInput v)
+{
+ UNITY_SETUP_INSTANCE_ID(v);
+ BakeryVertexOutputDeferred o;
+ UNITY_INITIALIZE_OUTPUT(BakeryVertexOutputDeferred, o);
+ UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+
+ float4 posWorld = mul(unity_ObjectToWorld, v.vertex);
+#if UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME || BAKERY_VOLUME
+ o.posWorld = posWorld;
+#endif
+ o.pos = UnityObjectToClipPos(v.vertex);
+
+ o.tex = BakeryTexCoords(v);
+ o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos);
+ float3 normalWorld = UnityObjectToWorldNormal(v.normal);
+#ifdef _TANGENT_TO_WORLD
+ float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w);
+
+ float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w);
+ o.tangentToWorldAndPackedData[0].xyz = tangentToWorld[0];
+ o.tangentToWorldAndPackedData[1].xyz = tangentToWorld[1];
+ o.tangentToWorldAndPackedData[2].xyz = tangentToWorld[2];
+#else
+ o.tangentToWorldAndPackedData[0].xyz = 0;
+ o.tangentToWorldAndPackedData[1].xyz = 0;
+ o.tangentToWorldAndPackedData[2].xyz = normalWorld;
+#endif
+
+ o.ambientOrLightmapUV = 0;
+
+#ifndef LIGHTMAP_OFF
+ o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
+#elif UNITY_SHOULD_SAMPLE_SH
+ o.ambientOrLightmapUV.rgb = ShadeSHPerVertex(normalWorld, o.ambientOrLightmapUV.rgb);
+#endif
+#ifdef DYNAMICLIGHTMAP_ON
+ o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
+#endif
+
+#ifdef BAKERY_VERTEXLMMASK
+ if (bakeryLightmapMode == BAKERYMODE_VERTEXLM)
+ {
+ o.ambientOrLightmapUV = unpack4NFloats(v.uv1);
+ }
+#endif
+
+#if defined(_PARALLAXMAP) || defined(BAKERY_RNMSPEC)
+ TANGENT_SPACE_ROTATION;
+#endif
+
+#if defined(_PARALLAXMAP)
+ half3 viewDirForParallax = mul(rotation, ObjSpaceViewDir(v.vertex));
+ o.tangentToWorldAndPackedData[0].w = viewDirForParallax.x;
+ o.tangentToWorldAndPackedData[1].w = viewDirForParallax.y;
+ o.tangentToWorldAndPackedData[2].w = viewDirForParallax.z;
+#endif
+
+#if defined(BAKERY_RNMSPEC)
+ o.viewDirForParallax = mul(rotation, ObjSpaceViewDir(v.vertex));
+#endif
+
+#ifdef BAKERY_VERTEXLM
+ // Unpack from RGBM
+ o.color = v.color;
+ o.color.rgb *= o.color.a * 8.0f;
+ o.color.rgb *= o.color.rgb;
+
+ #if defined(BAKERY_VERTEXLMDIR)
+ o.lightDirection = unpack3NFloats(v.uv1.y) * 2 - 1;
+ #elif defined(BAKERY_VERTEXLMSH)
+ o.shL1x = unpack3NFloats(v.uv1.y) * 2 - 1;
+ o.shL1y = unpack3NFloats(v.uv3.x) * 2 - 1;
+ o.shL1z = unpack3NFloats(v.uv3.y) * 2 - 1;
+ #endif
+#endif
+
+#if UNITY_OPTIMIZE_TEXCUBELOD
+ o.reflUVW = reflect(o.eyeVec, normalWorld);
+#endif
+
+ return o;
+}
+
+void bakeryFragDeferred(
+ BakeryVertexOutputDeferred i,
+ out half4 outDiffuse : SV_Target0, // RT0: diffuse color (rgb), occlusion (a)
+ out half4 outSpecSmoothness : SV_Target1, // RT1: spec color (rgb), smoothness (a)
+ out half4 outNormal : SV_Target2, // RT2: normal (rgb), --unused, very low precision-- (a)
+ out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a)
+#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
+ ,out half4 outShadowMask : SV_Target4 // RT4: shadowmask (rgba)
+#endif
+)
+{
+#if (SHADER_TARGET < 30)
+ outDiffuse = 1;
+ outSpecSmoothness = 1;
+ outNormal = 0;
+ outEmission = 0;
+ #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
+ outShadowMask = 1;
+ #endif
+ return;
+#endif
+
+ FRAGMENT_SETUP(s)
+#if UNITY_OPTIMIZE_TEXCUBELOD
+ s.reflUVW = i.reflUVW;
+#endif
+
+ // no analytic lights in this pass
+ UnityLight dummyLight = DummyLight();
+ half atten = 1;
+
+ // only GI
+ half occlusion = Occlusion(i.tex.xy);
+#if UNITY_ENABLE_REFLECTION_BUFFERS
+ bool sampleReflectionsInDeferred = false;
+#else
+ bool sampleReflectionsInDeferred = true;
+#endif
+
+ UnityGI gi = FragmentGI(s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred);
+
+#ifdef BAKERY_VOLUME
+ bool isGlobal = _VolumeInvSize.x > 1000000; // ~inf
+ float3 volViewDir = s.eyeVec;
+
+ #ifdef BAKERY_VOLROTATION
+ float4x4 volMatrix = (isGlobal ? _GlobalVolumeMatrix : _VolumeMatrix);
+ float3 volInvSize = (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
+ float3 lpUV = mul(volMatrix, float4(i.posWorld,1)).xyz * volInvSize + 0.5f;
+ float3 volNormal = mul((float3x3)volMatrix, s.normalWorld);
+ #ifdef BAKERY_LMSPEC
+ volViewDir = mul((float3x3)volMatrix, volViewDir);
+ #endif
+ #else
+ float3 lpUV = (i.posWorld - (isGlobal ? _GlobalVolumeMin : _VolumeMin)) * (isGlobal ? _GlobalVolumeInvSize : _VolumeInvSize);
+ float3 volNormal = s.normalWorld;
+ #endif
+
+ #ifdef BAKERY_COMPRESSED_VOLUME
+ float4 tex0, tex1, tex2, tex3;
+ float3 L0, L1x, L1y, L1z;
+ tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
+ tex1 = _Volume1.Sample(sampler_Volume0, lpUV) * 2 - 1;
+ tex2 = _Volume2.Sample(sampler_Volume0, lpUV) * 2 - 1;
+ tex3 = _Volume3.Sample(sampler_Volume0, lpUV) * 2 - 1;
+ #ifdef BAKERY_COMPRESSED_VOLUME_RGBM
+ L0 = tex0.xyz * (tex0.w * 8.0f);
+ L0 *= L0;
+ #else
+ L0 = tex0.xyz;
+ #endif
+ L1x = tex1.xyz * L0;
+ L1y = tex2.xyz * L0;
+ L1z = tex3.xyz * L0;
+ #else
+ float4 tex0, tex1, tex2;
+ float3 L0, L1x, L1y, L1z;
+ tex0 = _Volume0.Sample(sampler_Volume0, lpUV);
+ tex1 = _Volume1.Sample(sampler_Volume0, lpUV);
+ tex2 = _Volume2.Sample(sampler_Volume0, lpUV);
+ L0 = tex0.xyz;
+ L1x = tex1.xyz;
+ L1y = tex2.xyz;
+ L1z = float3(tex0.w, tex1.w, tex2.w);
+ #endif
+
+ gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(L0.r, float3(L1x.r, L1y.r, L1z.r), volNormal);
+ gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(L0.g, float3(L1x.g, L1y.g, L1z.g), volNormal);
+ gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(L0.b, float3(L1x.b, L1y.b, L1z.b), volNormal);
+ #ifdef UNITY_COLORSPACE_GAMMA
+ gi.indirect.diffuse = pow(gi.indirect.diffuse, 1.0f / 2.2f);
+ #endif
+
+ #ifdef BAKERY_LMSPEC
+ float3 nL1x = L1x / L0;
+ float3 nL1y = L1y / L0;
+ float3 nL1z = L1z / L0;
+ float3 dominantDir = float3(dot(nL1x, lumaConv), dot(nL1y, lumaConv), dot(nL1z, lumaConv));
+ half3 halfDir = Unity_SafeNormalize(normalize(dominantDir) - volViewDir);
+ half nh = saturate(dot(volNormal, halfDir));
+ half perceptualRoughness = SmoothnessToPerceptualRoughness(s.smoothness);
+ half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
+ half spec = GGXTerm(nh, roughness);
+ float3 sh = L0 + dominantDir.x * L1x + dominantDir.y * L1y + dominantDir.z * L1z;
+ gi.indirect.specular += max(spec * sh, 0.0);
+ #endif
+
+#elif BAKERY_PROBESHNONLINEAR
+ float3 L0 = float3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
+ gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(L0.r, unity_SHAr.xyz, s.normalWorld);
+ gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(L0.g, unity_SHAg.xyz, s.normalWorld);
+ gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(L0.b, unity_SHAb.xyz, s.normalWorld);
+#endif
+
+#ifdef DIRLIGHTMAP_COMBINED
+#ifdef BAKERY_LMSPEC
+ if (bakeryLightmapMode == BAKERYMODE_DEFAULT)
+ {
+ gi.indirect.specular += BakeryDirectionalLightmapSpecular(i.ambientOrLightmapUV.xy, s.normalWorld, s.eyeVec, s.smoothness) * gi.indirect.diffuse;
+ }
+#endif
+#endif
+
+#ifdef BAKERY_VERTEXLM
+ if (bakeryLightmapMode == BAKERYMODE_VERTEXLM)
+ {
+ gi.indirect.diffuse = i.color.rgb;
+ float3 prevSpec = gi.indirect.specular;
+
+ #if defined(BAKERY_VERTEXLMDIR)
+ BakeryVertexLMDirection(gi.indirect.diffuse, gi.indirect.specular, i.lightDirection, i.tangentToWorldAndPackedData[2].xyz, s.normalWorld, s.eyeVec, s.smoothness);
+ gi.indirect.specular += prevSpec;
+ #elif defined (BAKERY_VERTEXLMSH)
+ BakeryVertexLMSH(gi.indirect.diffuse, gi.indirect.specular, i.shL1x, i.shL1y, i.shL1z, s.normalWorld, s.eyeVec, s.smoothness);
+ gi.indirect.specular += prevSpec;
+ #endif
+ }
+#endif
+
+#ifdef BAKERY_RNM
+ if (bakeryLightmapMode == BAKERYMODE_RNM)
+ {
+ #ifdef BAKERY_SSBUMP
+ float3 normalMap = tex2D(_BumpMap, i.tex.xy).xyz;
+ #else
+ float3 normalMap = NormalInTangentSpace(i.tex);
+ #endif
+
+ float3 eyeVecT = 0;
+ #ifdef BAKERY_LMSPEC
+ eyeVecT = -NormalizePerPixelNormal(i.viewDirForParallax);
+ #endif
+
+ float3 prevSpec = gi.indirect.specular;
+ BakeryRNM(gi.indirect.diffuse, gi.indirect.specular, i.ambientOrLightmapUV.xy, normalMap, s.smoothness, eyeVecT);
+ gi.indirect.specular += prevSpec;
+ }
+#endif
+
+#ifdef BAKERY_SH
+ #if SHADER_TARGET >= 30
+ if (bakeryLightmapMode == BAKERYMODE_SH)
+ #endif
+ {
+ float3 prevSpec = gi.indirect.specular;
+ BakerySH(gi.indirect.diffuse, gi.indirect.specular, i.ambientOrLightmapUV.xy, s.normalWorld, s.eyeVec, s.smoothness);
+ gi.indirect.specular += prevSpec;
+ }
+#endif
+
+ half3 color = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb;
+
+ color += UNITY_BRDF_GI(s.diffColor, s.specColor, s.oneMinusReflectivity, s.smoothness, s.normalWorld, -s.eyeVec, occlusion, gi);
+
+#ifdef _EMISSION
+ color += Emission(i.tex.xy);
+#endif
+
+#ifndef UNITY_HDR_ON
+ color.rgb = exp2(-color.rgb);
+#endif
+
+ outDiffuse = half4(s.diffColor, occlusion);
+ outSpecSmoothness = half4(s.specColor, s.smoothness);
+ outNormal = half4(s.normalWorld*0.5 + 0.5, 1);
+ outEmission = half4(color, 1);
+
+// Baked direct lighting occlusion if any
+#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
+ #ifdef BAKERY_VOLUME
+ outShadowMask = _VolumeMask.Sample(sampler_Volume0, lpUV);
+ #elif BAKERY_VERTEXLMMASK
+ outShadowMask = i.ambientOrLightmapUV;
+ #else
+ outShadowMask = UnityGetRawBakedOcclusions(i.ambientOrLightmapUV.xy, IN_WORLDPOS(i));
+ #endif
+#endif
+}
+
+#endif
diff --git a/VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc.meta b/VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc.meta
new file mode 100644
index 00000000..2dca2546
--- /dev/null
+++ b/VRCSDK3Worlds/Assets/Bakery/shader/Bakery.cginc.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: 1f45fcc349188584095300fd024e8f8b
+timeCreated: 1538411299
+licenseType: Store
+ShaderImporter:
+ defaultTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant: