#ifndef SSS_CORE_INCLUDED #define SSS_CORE_INCLUDED //----------------------------------------------------------------------------- // BRDF functions //----------------------------------------------------------------------------- // See UnityStandardBRDF for more info UNITY_DECLARE_TEX2D(_BRDFTex); half4 UNITY_BRDF_PBS_SSSS (half3 diffColor, half3 specColor, half oneMinusReflectivity, half smoothness, half thickness, float3 normal, float3 viewDir, UnityLight light, UnityIndirect gi) { float perceptualRoughness = SmoothnessToPerceptualRoughness (smoothness); float3 halfDir = Unity_SafeNormalize (float3(light.dir) + viewDir); // NdotV should not be negative for visible pixels, but it can happen due to perspective projection and normal mapping // In this case normal should be modified to become valid (i.e facing camera) and not cause weird artifacts. // but this operation adds few ALU and users may not want it. Alternative is to simply take the abs of NdotV (less correct but works too). // Following define allow to control this. Set it to 0 if ALU is critical on your platform. // This correction is interesting for GGX with SmithJoint visibility function because artifacts are more visible in this case due to highlight edge of rough surface // Edit: Disable this code by default for now as it is not compatible with two sided lighting used in SpeedTree. #define UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV 0 #if UNITY_HANDLE_CORRECTLY_NEGATIVE_NDOTV // The amount we shift the normal toward the view vector is defined by the dot product. half shiftAmount = dot(normal, viewDir); normal = shiftAmount < 0.0f ? normal + viewDir * (-shiftAmount + 1e-5f) : normal; // A re-normalization should be applied here but as the shift is small we don't do it to save ALU. //normal = normalize(normal); float nv = saturate(dot(normal, viewDir)); // TODO: this saturate should no be necessary here #else half nv = abs(dot(normal, viewDir)); // This abs allow to limit artifact #endif float nl = saturate(dot(normal, light.dir)); float nh = saturate(dot(normal, halfDir)); half lv = saturate(dot(light.dir, viewDir)); half lh = saturate(dot(light.dir, halfDir)); // Diffuse term half3 diffuseTerm = DisneyDiffuse(nv, nl, lh, perceptualRoughness) * nl; #if defined(_METALLICGLOSSMAP) // Scattering // Skin Lighting float2 brdfUV; // Half-Lambert lighting value based on blurred normals. brdfUV.x = nl * 0.5 + 0.5; // Curvature amount. Multiplied by light's luminosity so brighter light = more scattering. // Pleae note: gi.light.color already contains light attenuation brdfUV.y = thickness * dot(light.color, fixed3(0.22, 0.707, 0.071)); half3 brdf = UNITY_SAMPLE_TEX2D ( _BRDFTex, brdfUV ).rgb; #else float wrappedDiffuse = pow(saturate((diffuseTerm + _WrappingFactor) / (1.0f + _WrappingFactor)), _WrappingPowerFactor) * (_WrappingPowerFactor + 1) / (2 * (1 + _WrappingFactor)); half3 brdf = wrappedDiffuse; #endif // Specular term // HACK: theoretically we should divide diffuseTerm by Pi and not multiply specularTerm! // BUT 1) that will make shader look significantly darker than Legacy ones // and 2) on engine side "Non-important" lights have to be divided by Pi too in cases when they are injected into ambient SH float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); #if UNITY_BRDF_GGX // GGX with roughtness to 0 would mean no specular at all, using max(roughness, 0.002) here to match HDrenderloop roughtness remapping. roughness = max(roughness, 0.002); float V = SmithJointGGXVisibilityTerm (nl, nv, roughness); float D = GGXTerm (nh, roughness); #else // Legacy half V = SmithBeckmannVisibilityTerm (nl, nv, roughness); half D = NDFBlinnPhongNormalizedTerm (nh, PerceptualRoughnessToSpecPower(perceptualRoughness)); #endif float specularTerm = V*D * UNITY_PI; // Torrance-Sparrow model, Fresnel is applied later # ifdef UNITY_COLORSPACE_GAMMA specularTerm = sqrt(max(1e-4h, specularTerm)); # endif // specularTerm * nl can be NaN on Metal in some cases, use max() to make sure it's a sane value specularTerm = max(0, specularTerm * nl); #if defined(_SPECULARHIGHLIGHTS_OFF) specularTerm = 0.0; #endif // surfaceReduction = Int D(NdotH) * NdotH * Id(NdotL>0) dH = 1/(roughness^2+1) half surfaceReduction; # ifdef UNITY_COLORSPACE_GAMMA surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; // 1-0.28*x^3 as approximation for (1/(x^4+1))^(1/2.2) on the domain [0;1] # else surfaceReduction = 1.0 / (roughness*roughness + 1.0); // fade \in [0.5;1] # endif const float epsilon = 1.192092896e-07; // Smallest positive number, such that 1.0 + epsilon != 1.0 // SH brdf term #if defined(_METALLICGLOSSMAP) // Scattering float3 shLength = GetSHLength(); float3 giBase = saturate(gi.diffuse / shLength); float giBaseL = dot(giBase, 1.0/3.0) + epsilon; giBase /= giBaseL; brdfUV.x = giBaseL * 0.5 + 0.5; brdfUV.y = thickness * dot(shLength, fixed3(0.22, 0.707, 0.071)); half3 brdfSH = UNITY_SAMPLE_TEX2D ( _BRDFTex, brdfUV ).rgb; gi.diffuse = max(0, shLength * giBase * lerp(giBaseL, brdfSH, thickness)); #endif // To provide true Lambert lighting, we need to be able to kill specular completely. specularTerm *= any(specColor) ? 1.0 : 0.0; half grazingTerm = saturate(smoothness + (1-oneMinusReflectivity)); half3 color = diffColor * (gi.diffuse + light.color * lerp(diffuseTerm, brdf, thickness)) + specularTerm * light.color * FresnelTerm (specColor, lh) + surfaceReduction * gi.specular * FresnelLerp (specColor, grazingTerm, nv); return half4(color, 1); } //----------------------------------------------------------------------------- // Surface functions //----------------------------------------------------------------------------- struct SurfaceOutputStandardSSSS { fixed3 Albedo; // base (diffuse or specular) color float3 Normal; // tangent space normal, if written half3 Emission; half Metallic; // 0=non-metal, 1=metal // Smoothness is the user facing name, it should be perceptual smoothness but user should not have to deal with it. // Everywhere in the code you meet smoothness it is perceptual smoothness half Smoothness; // 0=rough, 1=smooth half Occlusion; // occlusion (default 1) fixed Alpha; // alpha for transparencies fixed Thickness; }; struct SurfaceOutputStandardSpecularSSSS { fixed3 Albedo; // diffuse color fixed3 Specular; // specular color float3 Normal; // tangent space normal, if written half3 Emission; half Smoothness; // 0=rough, 1=smooth half Occlusion; // occlusion (default 1) fixed Alpha; // alpha for transparencies fixed Thickness; }; inline half4 LightingStandardSSSS (SurfaceOutputStandardSSSS s, UnityGIInput data, UnityGI gi) { s.Normal = normalize(s.Normal); half oneMinusReflectivity; half3 specColor; s.Albedo = DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); // shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha half outputAlpha; s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); half4 c = UNITY_BRDF_PBS_SSSS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Thickness, s.Normal, data.worldViewDir, gi.light, gi.indirect); #if defined(UNITY_PASS_FORWARDBASE) && defined(VERTEXLIGHT_ON) // energy conservation UnityLight light = gi.light; UnityIndirect nullGi = gi.indirect; nullGi.diffuse = 0; nullGi.specular = 0; for(int num = 0; num < 4 && any(unity_LightColor[num].rgb > 0); num++) { UnityLight light; float3 lightPos = float3(unity_4LightPosX0[num], unity_4LightPosY0[num], unity_4LightPosZ0[num]); light.dir = lightPos - data.worldPos; float lengthSq = dot(light.dir, light.dir); float atten2 = saturate(1 - (lengthSq * unity_4LightAtten0[num] / 25)); if (atten2 > 0) { light.dir *= min(1e30, rsqrt(lengthSq)); float atten = 1.0 / (1.0 + (lengthSq * unity_4LightAtten0[num])); //atten = unityPointAttenuation(lengthSq, unity_4LightAtten0[num]); atten = min(atten, atten2 * atten2); light.color = unity_LightColor[num].rgb * atten; c += UNITY_BRDF_PBS_SSSS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Thickness, s.Normal, data.worldViewDir, light, nullGi); } }; #endif c.a = outputAlpha; return c; } inline half4 LightingStandardSSSS_Deferred (SurfaceOutputStandardSSSS s, float3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2) { half oneMinusReflectivity; half3 specColor; s.Albedo = DiffuseAndSpecularFromMetallic (s.Albedo, s.Metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); half4 c = UNITY_BRDF_PBS_SSSS (s.Albedo, specColor, oneMinusReflectivity, s.Smoothness, s.Thickness, s.Normal, viewDir, gi.light, gi.indirect); UnityStandardData data; data.diffuseColor = s.Albedo; data.occlusion = s.Occlusion; data.specularColor = specColor; data.smoothness = s.Smoothness; data.normalWorld = s.Normal; UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); half4 emission = half4(s.Emission + c.rgb, 1); return emission; } inline void LightingStandardSSSS_GI ( SurfaceOutputStandardSSSS s, UnityGIInput data, inout UnityGI gi) { #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS gi = UnityGlobalIllumination_Geom(data, s.Occlusion, s.Normal); #else Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, lerp(unity_ColorSpaceDielectricSpec.rgb, s.Albedo, s.Metallic)); gi = UnityGlobalIllumination_Geom(data, s.Occlusion, s.Normal, g); #endif } inline half4 LightingStandardSSSSSpecular (SurfaceOutputStandardSpecularSSSS s, UnityGIInput data, UnityGI gi) { s.Normal = normalize(s.Normal); // energy conservation half oneMinusReflectivity; s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity); // shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) // this is necessary to handle transparency in physically correct way - only diffuse component gets affected by alpha half outputAlpha; s.Albedo = PreMultiplyAlpha (s.Albedo, s.Alpha, oneMinusReflectivity, /*out*/ outputAlpha); half4 c = UNITY_BRDF_PBS_SSSS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Thickness, s.Normal, data.worldViewDir, gi.light, gi.indirect); #if defined(UNITY_PASS_FORWARDBASE) && defined(VERTEXLIGHT_ON) // energy conservation UnityLight light = gi.light; UnityIndirect nullGi = gi.indirect; nullGi.diffuse = 0; nullGi.specular = 0; for(int num = 0; num < 4 && any(unity_LightColor[num].rgb > 0); num++) { UnityLight light; float3 lightPos = float3(unity_4LightPosX0[num], unity_4LightPosY0[num], unity_4LightPosZ0[num]); light.dir = lightPos - data.worldPos; float lengthSq = dot(light.dir, light.dir); float atten2 = saturate(1 - (lengthSq * unity_4LightAtten0[num] / 25)); if (atten2 > 0) { light.dir *= min(1e30, rsqrt(lengthSq)); float atten = 1.0 / (1.0 + (lengthSq * unity_4LightAtten0[num])); //atten = unityPointAttenuation(lengthSq, unity_4LightAtten0[num]); atten = min(atten, atten2 * atten2); light.color = unity_LightColor[num].rgb * atten; c += UNITY_BRDF_PBS_SSSS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Thickness, s.Normal, data.worldViewDir, light, nullGi); } }; #endif c.a = outputAlpha; return c; } inline half4 LightingStandardSSSSSpecular_Deferred (SurfaceOutputStandardSpecularSSSS s, float3 viewDir, UnityGI gi, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2) { // energy conservation half oneMinusReflectivity; s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, /*out*/ oneMinusReflectivity); half4 c = UNITY_BRDF_PBS_SSSS (s.Albedo, s.Specular, oneMinusReflectivity, s.Smoothness, s.Thickness, s.Normal, viewDir, gi.light, gi.indirect); UnityStandardData data; data.diffuseColor = s.Albedo; data.occlusion = s.Occlusion; data.specularColor = s.Specular; data.smoothness = s.Smoothness; data.normalWorld = s.Normal; UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); half4 emission = half4(s.Emission + c.rgb, 1); return emission; } inline void LightingStandardSSSSSpecular_GI ( SurfaceOutputStandardSpecularSSSS s, UnityGIInput data, inout UnityGI gi) { #if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS gi = UnityGlobalIllumination_Geom(data, s.Occlusion, s.Normal); #else Unity_GlossyEnvironmentData g = UnityGlossyEnvironmentSetup(s.Smoothness, data.worldViewDir, s.Normal, s.Specular); gi = UnityGlobalIllumination_Geom(data, s.Occlusion, s.Normal, g); #endif } #endif // SSS_CORE_INCLUDED