TheStable/Assets/Shaders/SSSSS/SSS_Core.cginc
Jamie Greunbaum 8fe5f7caf4 - Mirrors no longer have culling enabled, since it caused too much flickering.
- Added a fake sub-surface scattering shader that might be used later.
- Apparently the arcade games were altered somehow? Don't remember that.
2026-02-19 21:35:47 -05:00

330 lines
14 KiB
HLSL

#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