112 lines
2.7 KiB
HLSL
112 lines
2.7 KiB
HLSL
#ifndef ENKI_BILAL_INCLUDED
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#define ENKI_BILAL_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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#include "Assets/_Content/Shaders/Include/Details.hlsl"
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#include "Assets/_Content/Shaders/Include/Utilities.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
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float GetShadow(float3 PositionWS)
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{
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float4 shadowCoord = TransformWorldToShadowCoord(PositionWS);
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Light mainLight = GetMainLight(shadowCoord);
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float shadow = 1 - mainLight.shadowAttenuation;
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#if defined(_ADDITIONAL_LIGHTS)
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uint lightsCount = GetAdditionalLightsCount();
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[loop]
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for (uint i = 0; i < lightsCount; i++)
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{
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Light light = GetAdditionalLight(i, PositionWS);
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shadow = max(shadow, 1 - light.shadowAttenuation);
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}
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#endif
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return saturate(shadow);
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}
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void EnkiBillal_float
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(
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float4 Color,
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UnityTexture2D DetailTexA,
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UnityTexture2D DetailTexB,
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float2 ScreenUV,
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float3 PositionWS,
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float3 NormalWS,
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float ProjectionsBlend,
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float DetailIntensityA,
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float DetailIntensityB,
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float DetailSizeA,
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float DetailSizeB,
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uint FogUse,
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float4 FogColor,
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float FogMin,
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float FogMax,
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out float3 Output,
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out float Alpha
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)
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{
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// Common
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float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
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float3 pivotWS = TransformObjectToWorld(float3(0, 0, 0));
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float3 scale = GetScale(pivotWS);
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float3 positionOS = TransformWorldToObject(PositionWS) * scale;
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float3 normalOS = normalize(TransformWorldToObjectDir(NormalWS));
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//float ao = GetScreenSpaceAmbientOcclusion(ScreenUV).directAmbientOcclusion;
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// Shadow
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float shadow = GetShadow(PositionWS);
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float shadowAtten = Remap(1, 0, .6, 1, shadow);
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// Detail
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float4 detailA = SampleProjectedDetailLOD
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(
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DetailTexA,
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positionOS,
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normalOS,
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ProjectionsBlend,
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DetailSizeA,
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depth
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);
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float4 detailB = SampleProjectedDetailLOD
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(
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DetailTexB,
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positionOS,
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normalOS,
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ProjectionsBlend,
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DetailSizeB,
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depth
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);
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float detailMaskA = smoothstep(0, .8, detailA.a);
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float detailMaskB = smoothstep(0, .8, detailB.a);
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// Fog
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// Output
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Output = Color.rgb;
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Output = lerp(Output.rgb, detailA.rgb, detailMaskA * DetailIntensityA);
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Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
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if (FogUse)
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{
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Output = lerp(Output.rgb, FogColor.rgb, smoothstep(FogMin, FogMax, depth) * FogColor.a);
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}
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Alpha = Color.a;
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}
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#endif |