zed-ar-headfree-passthrough/Assets/ZED/SDK/Helpers/Shaders/Lighting/ZED_Deferred_Lighting.shader

174 lines
4.1 KiB
Text

// Custom lighting effect on deferred
Shader "ZED/ZED Deferred Lighting"
{
Properties {
_LightTexture0 ("", any) = "" {}
_LightTextureB0 ("", 2D) = "" {}
_ShadowMapTexture ("", any) = "" {}
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
// Pass 1: Lighting pass
// LDR case - Lighting encoded into a subtractive ARGB8 buffer
// HDR case - Lighting additively blended into floating point buffer
Pass {
ZWrite Off
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#pragma multi_compile_lightpass
#pragma multi_compile ___ UNITY_HDR_ON
#pragma exclude_renderers nomrt
#include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityGBuffer.cginc"
#include "UnityStandardBRDF.cginc"
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
half Pow(half base, half exponent) {
return pow(max(0.0, base), exponent);
}
half3 Pow3(half3 base, half exponent) {
return half3(Pow(base.x, exponent), Pow(base.y, exponent), Pow(base.z, exponent));
}
float4x4 _LightMatrixR;
float4x4 _LightMatrixG;
float4x4 _LightMatrixB;
float _ZEDExposure;
sampler2D _ZEDMap;
half3 EnvironmentalLightingDiffuse(half3 normal) {
half4 h_normal;
h_normal.xyz = normal;
h_normal.w = 1;
half4 Mn_r = mul(_LightMatrixR, h_normal);
half4 Mn_g = mul(_LightMatrixG, h_normal);
half4 Mn_b = mul(_LightMatrixB, h_normal);
half3 color;
color.r = dot(Mn_r, h_normal);
color.g = dot(Mn_g, h_normal);
color.b = dot(Mn_b, h_normal);
return Pow3(_ZEDExposure * color, 0.454545);
}
float _ZEDFactorAffectReal;
half4 CalculateLight (unity_v2f_deferred i)
{
float3 wpos;
float2 uv;
float atten, fadeDist;
UnityLight light;
UNITY_INITIALIZE_OUTPUT(UnityLight, light);
UnityDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, fadeDist);
light.color = _LightColor.rgb * atten;
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
int mask = gbuffer2.w * 3; // if mask equals 1, it's the ZED texture
#if defined(DIRECTIONAL)
if(mask == 1 ) return half4(data.diffuseColor*saturate(atten + log(1 + 1.72*length(UNITY_LIGHTMODEL_AMBIENT.rgb) / 4.0)), 1);
#endif
float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos);
half oneMinusReflectivity = 1 - SpecularStrength(data.specularColor.rgb);
UnityIndirect ind;
UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind);
//ind.diffuse = 0;
ind.specular = 0;
half4 res = UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, -eyeVec, light, ind);
#if defined(DIRECTIONAL)
if (mask != 1 && _ZEDExposure != -1) {
half3 d = dot(light.dir, data.normalWorld)*EnvironmentalLightingDiffuse(data.normalWorld);
res *= half4(d,1);
}
#endif
return res;
}
#ifdef UNITY_HDR_ON
half4
#else
fixed4
#endif
frag (unity_v2f_deferred i) : SV_Target
{
half4 c = CalculateLight(i);
#ifdef UNITY_HDR_ON
return c;
#else
return exp2(-c);
#endif
}
ENDCG
}
// Pass 2: Final decode pass.
// Used only with HDR off, to decode the logarithmic buffer into the main RT
Pass {
ZTest Always Cull Off ZWrite Off
Stencil {
ref [_StencilNonBackground]
readmask [_StencilNonBackground]
// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
compback equal
compfront equal
}
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma exclude_renderers nomrt
#include "UnityCG.cginc"
sampler2D _LightBuffer;
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
#ifdef UNITY_SINGLE_PASS_STEREO
o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f);
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
return -log2(tex2D(_LightBuffer, i.texcoord));
}
ENDCG
}
}
Fallback Off
}