A game about forced loneliness, made by TACStudios
1#ifndef UNITY_ENTITY_LIGHTING_INCLUDED
2#define UNITY_ENTITY_LIGHTING_INCLUDED
3
4#if SHADER_API_MOBILE || SHADER_API_GLES3 || SHADER_API_SWITCH || defined(UNITY_UNIFIED_SHADER_PRECISION_MODEL)
5#pragma warning (disable : 3205) // conversion of larger type to smaller
6#endif
7
8#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
9#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
10#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SphericalHarmonics.hlsl"
11
12#define LIGHTMAP_RGBM_MAX_GAMMA real(5.0) // NB: Must match value in RGBMRanges.h
13#define LIGHTMAP_RGBM_MAX_LINEAR real(34.493242) // LIGHTMAP_RGBM_MAX_GAMMA ^ 2.2
14
15#ifdef UNITY_LIGHTMAP_RGBM_ENCODING
16 #ifdef UNITY_COLORSPACE_GAMMA
17 #define LIGHTMAP_HDR_MULTIPLIER LIGHTMAP_RGBM_MAX_GAMMA
18 #define LIGHTMAP_HDR_EXPONENT real(1.0) // Not used in gamma color space
19 #else
20 #define LIGHTMAP_HDR_MULTIPLIER LIGHTMAP_RGBM_MAX_LINEAR
21 #define LIGHTMAP_HDR_EXPONENT real(2.2)
22 #endif
23#elif defined(UNITY_LIGHTMAP_DLDR_ENCODING)
24 #ifdef UNITY_COLORSPACE_GAMMA
25 #define LIGHTMAP_HDR_MULTIPLIER real(2.0)
26 #else
27 #define LIGHTMAP_HDR_MULTIPLIER real(4.59) // 2.0 ^ 2.2
28 #endif
29 #define LIGHTMAP_HDR_EXPONENT real(0.0)
30#else // (UNITY_LIGHTMAP_FULL_HDR)
31 #define LIGHTMAP_HDR_MULTIPLIER real(1.0)
32 #define LIGHTMAP_HDR_EXPONENT real(1.0)
33#endif
34
35// This sample a 3D volume storing SH
36// Volume is store as 3D texture with 4 R, G, B, Occ set of 4 coefficient store atlas in same 3D texture. Occ is use for occlusion.
37// TODO: the packing here is inefficient as we will fetch values far away from each other and they may not fit into the cache - Suggest we pack RGB continuously
38// TODO: The calcul of texcoord could be perform with a single matrix multicplication calcualted on C++ side that will fold probeVolumeMin and probeVolumeSizeInv into it and handle the identity case, no reasons to do it in C++ (ask Ionut about it)
39// It should also handle the camera relative path (if the render pipeline use it)
40// bakeDiffuseLighting and backBakeDiffuseLighting must be initialize outside the function
41void SampleProbeVolumeSH4(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float3 backNormalWS, float4x4 WorldToTexture,
42 float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv,
43 inout float3 bakeDiffuseLighting, inout float3 backBakeDiffuseLighting)
44{
45 float3 position = (transformToLocal == 1.0) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
46 float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv.xyz;
47 // Each component is store in the same texture 3D. Each use one quater on the x axis
48 // Here we get R component then increase by step size (0.25) to get other component. This assume 4 component
49 // but last one is not used.
50 // Clamp to edge of the "internal" texture, as R is from half texel to size of R texture minus half texel.
51 // This avoid leaking
52 texCoord.x = clamp(texCoord.x * 0.25, 0.5 * texelSizeX, 0.25 - 0.5 * texelSizeX);
53
54 float4 shAr = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
55 texCoord.x += 0.25;
56 float4 shAg = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
57 texCoord.x += 0.25;
58 float4 shAb = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
59
60 bakeDiffuseLighting += SHEvalLinearL0L1(normalWS, shAr, shAg, shAb);
61 backBakeDiffuseLighting += SHEvalLinearL0L1(backNormalWS, shAr, shAg, shAb);
62}
63
64// Just a shortcut that call function above
65float3 SampleProbeVolumeSH4(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture,
66 float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
67{
68 float3 backNormalWSUnused = 0.0;
69 float3 bakeDiffuseLighting = 0.0;
70 float3 backBakeDiffuseLightingUnused = 0.0;
71 SampleProbeVolumeSH4(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), positionWS, normalWS, backNormalWSUnused, WorldToTexture,
72 transformToLocal, texelSizeX, probeVolumeMin, probeVolumeSizeInv,
73 bakeDiffuseLighting, backBakeDiffuseLightingUnused);
74 return bakeDiffuseLighting;
75}
76
77// The SphericalHarmonicsL2 coefficients are packed into 7 coefficients per color channel instead of 9.
78// The packing from 9 to 7 is done from engine code and will use the alpha component of the pixel to store an additional SH coefficient.
79// The 3D atlas texture will contain 7 SH coefficient parts.
80// bakeDiffuseLighting and backBakeDiffuseLighting must be initialize outside the function
81void SampleProbeVolumeSH9(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float3 backNormalWS, float4x4 WorldToTexture,
82 float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv,
83 inout float3 bakeDiffuseLighting, inout float3 backBakeDiffuseLighting)
84{
85 float3 position = (transformToLocal == 1.0f) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
86 float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv;
87
88 const uint shCoeffCount = 7;
89 const float invShCoeffCount = 1.0f / float(shCoeffCount);
90
91 // We need to compute proper X coordinate to sample into the atlas.
92 texCoord.x = texCoord.x / shCoeffCount;
93
94 // Clamp the x coordinate otherwise we'll have leaking between RGB coefficients.
95 float texCoordX = clamp(texCoord.x, 0.5f * texelSizeX, invShCoeffCount - 0.5f * texelSizeX);
96
97 float4 SHCoefficients[7];
98
99 for (uint i = 0; i < shCoeffCount; i++)
100 {
101 texCoord.x = texCoordX + i * invShCoeffCount;
102 SHCoefficients[i] = SAMPLE_TEXTURE3D_LOD(SHVolumeTexture, SHVolumeSampler, texCoord, 0);
103 }
104
105 bakeDiffuseLighting += SampleSH9(SHCoefficients, normalize(normalWS));
106 backBakeDiffuseLighting += SampleSH9(SHCoefficients, normalize(backNormalWS));
107}
108
109// Just a shortcut that call function above
110float3 SampleProbeVolumeSH9(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture,
111 float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
112{
113 float3 backNormalWSUnused = 0.0;
114 float3 bakeDiffuseLighting = 0.0;
115 float3 backBakeDiffuseLightingUnused = 0.0;
116 SampleProbeVolumeSH9(TEXTURE3D_ARGS(SHVolumeTexture, SHVolumeSampler), positionWS, normalWS, backNormalWSUnused, WorldToTexture,
117 transformToLocal, texelSizeX, probeVolumeMin, probeVolumeSizeInv,
118 bakeDiffuseLighting, backBakeDiffuseLightingUnused);
119 return bakeDiffuseLighting;
120}
121
122float4 SampleProbeOcclusion(TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float4x4 WorldToTexture,
123 float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv)
124{
125 float3 position = (transformToLocal == 1.0) ? mul(WorldToTexture, float4(positionWS, 1.0)).xyz : positionWS;
126 float3 texCoord = (position - probeVolumeMin) * probeVolumeSizeInv.xyz;
127
128 // Sample fourth texture in the atlas
129 // We need to compute proper U coordinate to sample.
130 // Clamp the coordinate otherwize we'll have leaking between ShB coefficients and Probe Occlusion(Occ) info
131 texCoord.x = max(texCoord.x * 0.25 + 0.75, 0.75 + 0.5 * texelSizeX);
132
133 return SAMPLE_TEXTURE3D(SHVolumeTexture, SHVolumeSampler, texCoord);
134}
135
136// Following functions are to sample enlighten lightmaps (or lightmaps encoded the same way as our
137// enlighten implementation). They assume use of RGB9E5 for dynamic illuminance map and RGBM for baked ones.
138// It is required for other platform that aren't supporting this format to implement variant of these functions
139// (But these kind of platform should use regular render loop and not news shaders).
140
141// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
142// Ask Jesper if this can be change for HDRenderPipeline
143#define EMISSIVE_RGBM_SCALE 97.0
144
145// RGBM stuff is temporary. For now baked lightmap are in RGBM and the RGBM range for lightmaps is specific so we can't use the generic method.
146// In the end baked lightmaps are going to be BC6H so the code will be the same as dynamic lightmaps.
147// Same goes for emissive packed as an input for Enlighten with another hard coded multiplier.
148
149// TODO: This function is used with the LightTransport pass to encode lightmap or emissive
150real4 PackEmissiveRGBM(real3 rgb)
151{
152 real kOneOverRGBMMaxRange = 1.0 / EMISSIVE_RGBM_SCALE;
153 const real kMinMultiplier = 2.0 * 1e-2;
154
155 real4 rgbm = real4(rgb * kOneOverRGBMMaxRange, 1.0);
156 rgbm.a = max(max(rgbm.r, rgbm.g), max(rgbm.b, kMinMultiplier));
157 rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
158
159 // Division-by-zero warning from d3d9, so make compiler happy.
160 rgbm.a = max(rgbm.a, kMinMultiplier);
161
162 rgbm.rgb /= rgbm.a;
163 return rgbm;
164}
165
166real3 UnpackLightmapRGBM(real4 rgbmInput, real4 decodeInstructions)
167{
168#ifdef UNITY_COLORSPACE_GAMMA
169 return rgbmInput.rgb * (rgbmInput.a * decodeInstructions.x);
170#else
171 return rgbmInput.rgb * (PositivePow(rgbmInput.a, decodeInstructions.y) * decodeInstructions.x);
172#endif
173}
174
175real3 UnpackLightmapDoubleLDR(real4 encodedColor, real4 decodeInstructions)
176{
177 return encodedColor.rgb * decodeInstructions.x;
178}
179
180#ifndef BUILTIN_TARGET_API
181real3 DecodeLightmap(real4 encodedIlluminance, real4 decodeInstructions)
182{
183#if defined(UNITY_LIGHTMAP_RGBM_ENCODING)
184 return UnpackLightmapRGBM(encodedIlluminance, decodeInstructions);
185#elif defined(UNITY_LIGHTMAP_DLDR_ENCODING)
186 return UnpackLightmapDoubleLDR(encodedIlluminance, decodeInstructions);
187#else // (UNITY_LIGHTMAP_FULL_HDR)
188 return encodedIlluminance.rgb;
189#endif
190}
191#endif
192
193real3 DecodeHDREnvironment(real4 encodedIrradiance, real4 decodeInstructions)
194{
195 // Take into account texture alpha if decodeInstructions.w is true(the alpha value affects the RGB channels)
196 real alpha = max(decodeInstructions.w * (encodedIrradiance.a - 1.0) + 1.0, 0.0);
197
198 // If Linear mode is not supported we can skip exponent part
199 return (decodeInstructions.x * PositivePow(alpha, decodeInstructions.y)) * encodedIrradiance.rgb;
200}
201
202#if defined(UNITY_DOTS_INSTANCING_ENABLED) && !defined(USE_LEGACY_LIGHTMAPS)
203// ^ GPU-driven rendering is enabled, and we haven't opted-out from lightmap
204// texture arrays. This minimizes batch breakages, but texture arrays aren't
205// supported in a performant way on all GPUs.
206#define TEXTURE2D_LIGHTMAP_PARAM TEXTURE2D_ARRAY_PARAM
207#define TEXTURE2D_LIGHTMAP_ARGS TEXTURE2D_ARRAY_ARGS
208#define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D_ARRAY
209#define LIGHTMAP_EXTRA_ARGS float2 uv, float slice
210#define LIGHTMAP_EXTRA_ARGS_USE uv, slice
211#else
212// ^ Lightmaps are not bound as texture arrays, but as individual textures. The
213// batch is broken every time lightmaps are changed, but this is well-supported
214// on all GPUs.
215#define TEXTURE2D_LIGHTMAP_PARAM TEXTURE2D_PARAM
216#define TEXTURE2D_LIGHTMAP_ARGS TEXTURE2D_ARGS
217#define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D
218#define LIGHTMAP_EXTRA_ARGS float2 uv
219#define LIGHTMAP_EXTRA_ARGS_USE uv
220#endif
221
222// For the built-in target, lightmaps are defined with half precision.
223// Unfortunately, TEXTURE2D_Half_PARAM is not defined.
224#ifdef BUILTIN_TARGET_API
225#undef TEXTURE2D_LIGHTMAP_PARAM
226#undef TEXTURE2D_LIGHTMAP_ARGS
227#undef SAMPLE_TEXTURE2D_LIGHTMAP
228
229#ifdef SHADER_API_GLES
230#define TEXTURE2D_LIGHTMAP_PARAM(textureName, samplerName) TEXTURE2D_HALF(textureName)
231#else
232#define TEXTURE2D_LIGHTMAP_PARAM(textureName, samplerName) TEXTURE2D_HALF(textureName), SAMPLER(samplerName)
233#endif
234
235#define TEXTURE2D_LIGHTMAP_ARGS TEXTURE2D_ARGS
236#define SAMPLE_TEXTURE2D_LIGHTMAP SAMPLE_TEXTURE2D
237#endif
238
239// isStaticLightmap mean it is not an Enlighten map
240real3 SampleSingleLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, bool isStaticLightmap)
241{
242 real4 decodeInstructions = real4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0, 0.0);
243
244 // transform is scale and bias
245 uv = uv * transform.xy + transform.zw;
246 real4 encodedIlluminance = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapTex, lightmapSampler, LIGHTMAP_EXTRA_ARGS_USE).rgba;
247 // Remark: static lightmap is RGBM for now, dynamic lightmap is RGB9E5
248 real3 illuminance = isStaticLightmap ? DecodeLightmap(encodedIlluminance, decodeInstructions) : encodedIlluminance.rgb;
249
250 return illuminance;
251}
252
253// deprecated
254real3 SampleSingleLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, bool isStaticLightmap, real4 ignore)
255{
256 return SampleSingleLightmap(TEXTURE2D_LIGHTMAP_ARGS(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS_USE, transform, isStaticLightmap);
257}
258
259void SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform,
260 float3 normalWS, float3 backNormalWS, bool isStaticLightmap, inout real3 bakeDiffuseLighting, inout real3 backBakeDiffuseLighting)
261{
262 // In directional mode Enlighten bakes dominant light direction
263 // in a way, that using it for half Lambert and then dividing by a "rebalancing coefficient"
264 // gives a result close to plain diffuse response lightmaps, but normalmapped.
265
266 // Note that dir is not unit length on purpose. Its length is "directionality", like
267 // for the directional specular lightmaps.
268
269 real3 illuminance = SampleSingleLightmap(TEXTURE2D_LIGHTMAP_ARGS(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS_USE, transform, isStaticLightmap);
270
271 // transform is scale and bias
272 uv = uv * transform.xy + transform.zw;
273
274 real4 direction = SAMPLE_TEXTURE2D_LIGHTMAP(lightmapDirTex, lightmapDirSampler, LIGHTMAP_EXTRA_ARGS_USE);
275
276 real halfLambert = dot(normalWS, direction.xyz - 0.5) + 0.5;
277 bakeDiffuseLighting += illuminance * halfLambert / max(1e-4, direction.w);
278
279 real backHalfLambert = dot(backNormalWS, direction.xyz - 0.5) + 0.5;
280 backBakeDiffuseLighting += illuminance * backHalfLambert / max(1e-4, direction.w);
281}
282
283// deprecated
284void SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform,
285 float3 normalWS, float3 backNormalWS, bool isStaticLightmap, real4 ignore, inout real3 bakeDiffuseLighting, inout real3 backBakeDiffuseLighting)
286{
287 SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_ARGS(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS_USE,
288 transform, normalWS, backNormalWS, isStaticLightmap, bakeDiffuseLighting, backBakeDiffuseLighting);
289}
290
291// Just a shortcut that call function above
292real3 SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, float3 normalWS, bool isStaticLightmap)
293{
294 float3 backNormalWSUnused = 0.0;
295 real3 bakeDiffuseLighting = 0.0;
296 real3 backBakeDiffuseLightingUnused = 0.0;
297 SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_ARGS(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS_USE, transform,
298 normalWS, backNormalWSUnused, isStaticLightmap, bakeDiffuseLighting, backBakeDiffuseLightingUnused);
299
300 return bakeDiffuseLighting;
301}
302
303// deprecated
304real3 SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, float3 normalWS,
305 bool isStaticLightmap, real4 ignore)
306{
307 return SampleDirectionalLightmap(TEXTURE2D_LIGHTMAP_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_ARGS(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS_USE, transform, normalWS, isStaticLightmap);
308}
309
310#if SHADER_API_MOBILE || SHADER_API_GLES3 || SHADER_API_SWITCH
311#pragma warning (enable : 3205) // conversion of larger type to smaller
312#endif
313
314#endif // UNITY_ENTITY_LIGHTING_INCLUDED