Jamie Greunbaum 8eaef49f2e - Added game room, including pool and skee-ball.
- Moved video screen into its own separate movie tent.
- Adjusted stable post-processing volume.
- Chickens are now at full volume.
- Added button to toggle chickens off and on.
2026-02-09 03:49:54 -05:00

207 lines
8.6 KiB
HLSL

// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
#ifndef UNITY_GLOBAL_ILLUMINATION_INCLUDED
#define UNITY_GLOBAL_ILLUMINATION_INCLUDED
// Functions sampling light environment data (lightmaps, light probes, reflection probes), which is then returned as the UnityGI struct.
#include "UnityImageBasedLighting.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityShadowLibrary.cginc"
inline half3 DecodeDirectionalSpecularLightmap (half3 color, half4 dirTex, half3 normalWorld, bool isRealtimeLightmap, fixed4 realtimeNormalTex, out UnityLight o_light)
{
o_light.color = color;
o_light.dir = dirTex.xyz * 2 - 1;
o_light.ndotl = 0; // Not use;
// The length of the direction vector is the light's "directionality", i.e. 1 for all light coming from this direction,
// lower values for more spread out, ambient light.
half directionality = max(0.001, length(o_light.dir));
o_light.dir /= directionality;
#ifdef DYNAMICLIGHTMAP_ON
if (isRealtimeLightmap)
{
// Realtime directional lightmaps' intensity needs to be divided by N.L
// to get the incoming light intensity. Baked directional lightmaps are already
// output like that (including the max() to prevent div by zero).
half3 realtimeNormal = realtimeNormalTex.xyz * 2 - 1;
o_light.color /= max(0.125, dot(realtimeNormal, o_light.dir));
}
#endif
// Split light into the directional and ambient parts, according to the directionality factor.
half3 ambient = o_light.color * (1 - directionality);
o_light.color = o_light.color * directionality;
// Technically this is incorrect, but helps hide jagged light edge at the object silhouettes and
// makes normalmaps show up.
ambient *= saturate(dot(normalWorld, o_light.dir));
return ambient;
}
inline void ResetUnityLight(out UnityLight outLight)
{
outLight.color = half3(0, 0, 0);
outLight.dir = half3(0, 1, 0); // Irrelevant direction, just not null
outLight.ndotl = 0; // Not used
}
inline half3 SubtractMainLightWithRealtimeAttenuationFromLightmap (half3 lightmap, half attenuation, half4 bakedColorTex, half3 normalWorld)
{
// Let's try to make realtime shadows work on a surface, which already contains
// baked lighting and shadowing from the main sun light.
half3 shadowColor = unity_ShadowColor.rgb;
half shadowStrength = _LightShadowData.x;
// Summary:
// 1) Calculate possible value in the shadow by subtracting estimated light contribution from the places occluded by realtime shadow:
// a) preserves other baked lights and light bounces
// b) eliminates shadows on the geometry facing away from the light
// 2) Clamp against user defined ShadowColor.
// 3) Pick original lightmap value, if it is the darkest one.
// 1) Gives good estimate of illumination as if light would've been shadowed during the bake.
// Preserves bounce and other baked lights
// No shadows on the geometry facing away from the light
half ndotl = LambertTerm (normalWorld, _WorldSpaceLightPos0.xyz);
half3 estimatedLightContributionMaskedByInverseOfShadow = ndotl * (1- attenuation) * _LightColor0.rgb;
half3 subtractedLightmap = lightmap - estimatedLightContributionMaskedByInverseOfShadow;
// 2) Allows user to define overall ambient of the scene and control situation when realtime shadow becomes too dark.
half3 realtimeShadow = max(subtractedLightmap, shadowColor);
realtimeShadow = lerp(realtimeShadow, lightmap, shadowStrength);
// 3) Pick darkest color
return min(lightmap, realtimeShadow);
}
inline void ResetUnityGI(out UnityGI outGI)
{
ResetUnityLight(outGI.light);
outGI.indirect.diffuse = 0;
outGI.indirect.specular = 0;
}
inline UnityGI UnityGI_Base(UnityGIInput data, inout half occlusion, half3 normalWorld)
{
UnityGI o_gi;
ResetUnityGI(o_gi);
// Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
#endif
o_gi.light = data.light;
o_gi.light.color *= data.atten;
#if UNITY_SHOULD_SAMPLE_SH
o_gi.indirect.diffuse = ShadeSHPerPixel(normalWorld, data.ambient, data.worldPos);
#endif
#if defined(LIGHTMAP_ON)
// Baked lightmaps
half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
half3 bakedColor = DecodeLightmap(bakedColorTex);
// Derive specular occlusion
half bakedOcclusion = saturate(dot(bakedColor * 3.0, 1.0));
occlusion *= bakedOcclusion;
#ifdef DIRLIGHTMAP_COMBINED
fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER (unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
o_gi.indirect.diffuse += DecodeDirectionalLightmap (bakedColor, bakedDirTex, normalWorld);
#if defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN)
ResetUnityLight(o_gi.light);
o_gi.indirect.diffuse = SubtractMainLightWithRealtimeAttenuationFromLightmap (o_gi.indirect.diffuse, data.atten, bakedColorTex, normalWorld);
#endif
#else // not directional lightmap
o_gi.indirect.diffuse += bakedColor;
#if defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN)
ResetUnityLight(o_gi.light);
o_gi.indirect.diffuse = SubtractMainLightWithRealtimeAttenuationFromLightmap(o_gi.indirect.diffuse, data.atten, bakedColorTex, normalWorld);
#endif
#endif
#endif
#ifdef DYNAMICLIGHTMAP_ON
// Dynamic lightmaps
fixed4 realtimeColorTex = UNITY_SAMPLE_TEX2D(unity_DynamicLightmap, data.lightmapUV.zw);
half3 realtimeColor = DecodeRealtimeLightmap (realtimeColorTex);
#ifdef DIRLIGHTMAP_COMBINED
half4 realtimeDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_DynamicDirectionality, unity_DynamicLightmap, data.lightmapUV.zw);
o_gi.indirect.diffuse += DecodeDirectionalLightmap (realtimeColor, realtimeDirTex, normalWorld);
#else
o_gi.indirect.diffuse += realtimeColor;
#endif
#endif
o_gi.indirect.diffuse *= occlusion;
return o_gi;
}
inline half3 UnityGI_IndirectSpecular(UnityGIInput data, half occlusion, Unity_GlossyEnvironmentData glossIn)
{
half3 specular;
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
// we will tweak reflUVW in glossIn directly (as we pass it to Unity_GlossyEnvironment twice for probe0 and probe1), so keep original to pass into BoxProjectedCubemapDirection
half3 originalReflUVW = glossIn.reflUVW;
glossIn.reflUVW = BoxProjectedCubemapDirection (originalReflUVW, data.worldPos, data.probePosition[0], data.boxMin[0], data.boxMax[0]);
#endif
#ifdef _GLOSSYREFLECTIONS_OFF
specular = unity_IndirectSpecColor.rgb;
#else
half3 env0 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), data.probeHDR[0], glossIn);
#ifdef UNITY_SPECCUBE_BLENDING
const float kBlendFactor = 0.99999;
float blendLerp = data.boxMin[0].w;
UNITY_BRANCH
if (blendLerp < kBlendFactor)
{
#ifdef UNITY_SPECCUBE_BOX_PROJECTION
glossIn.reflUVW = BoxProjectedCubemapDirection (originalReflUVW, data.worldPos, data.probePosition[1], data.boxMin[1], data.boxMax[1]);
#endif
half3 env1 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE_SAMPLER(unity_SpecCube1,unity_SpecCube0), data.probeHDR[1], glossIn);
specular = lerp(env1, env0, blendLerp);
}
else
{
specular = env0;
}
#else
specular = env0;
#endif
#endif
return specular * occlusion;
}
inline UnityGI UnityGlobalIllumination (UnityGIInput data, half occlusion, half3 normalWorld)
{
return UnityGI_Base(data, occlusion, normalWorld);
}
inline UnityGI UnityGlobalIllumination (UnityGIInput data, half occlusion, half3 normalWorld, Unity_GlossyEnvironmentData glossIn)
{
UnityGI o_gi = UnityGI_Base(data, occlusion, normalWorld);
o_gi.indirect.specular = UnityGI_IndirectSpecular(data, occlusion, glossIn);
return o_gi;
}
#endif