TheStable/Assets/Shaders/SSSSS/SSS_Standard.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

227 lines
7.2 KiB
HLSL

#ifndef SSS_INPUT_INCLUDED
#define SSS_INPUT_INCLUDED
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float3 worldNormal;
float4 screenPos;
INTERNAL_DATA
float2 uv_texcoord;
float2 uv2_texcoord2;
half facing : VFACE;
};
struct SurfaceOutputCustomLightingCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half3 Specular;
half Smoothness;
half Occlusion;
half Alpha;
half Thickness;
half3 SubsurfaceColour;
Input SurfInput;
UnityGIInput GIData;
};
uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
uniform sampler2D _BumpMap;
uniform sampler2D _MetallicGlossMap;
uniform sampler2D _OcclusionMap;
uniform sampler2D _ThicknessMap;
uniform sampler2D _OverlayMap;
uniform sampler2D _EmissionMap;
uniform sampler2D _DetailMask;
uniform sampler2D _DetailBumpMap; uniform float4 _DetailBumpMap_ST;
uniform sampler2D _DetailMetallicGlossMap; uniform float4 _DetailMetallicGlossMap_ST;
uniform float _ThicknessMapPower;
uniform float _ThicknessMapInvert;
uniform float3 _SSSCol;
uniform float _SSSAmbient;
uniform float _SSSIntensity;
uniform float _SSSPow;
uniform float _SSSDist;
uniform float _SSSShadow;
uniform float4 _Color;
uniform float3 _OverlayColor;
uniform float3 _EmissionColor;
uniform float3 _SpecularColor;
uniform float _DetailBumpMapScale;
uniform float _ScatteringByAlbedo;
uniform float _SmoothnessFromAlbedo;
uniform float _BumpScale;
uniform float _OcclusionStrength;
uniform float _GlossMapScale;
uniform float _Cutout;
uniform float _WrappingFactor;
uniform float _WrappingPowerFactor;
uniform float _SecondUVSource;
uniform float _OcclusionUVSource;
uniform float _ThicknessUVSource;
#include "SSS_Utils.cginc"
#include "SSS_Core.cginc"
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
{
s.GIData = data;
}
void surf( Input i , inout SurfaceOutputCustomLightingCustom s1 )
{
s1.SurfInput = i;
float2 scaledUV = TRANSFORM_TEX(i.uv_texcoord, _MainTex);
float4 _MainTex_var = tex2D( _MainTex, scaledUV );
float2 texcoord2 = _SecondUVSource? i.uv2_texcoord2 : scaledUV;
float detailMask = tex2D( _DetailMask, scaledUV ).a;
float3 overlayMask = tex2D(_OverlayMap,texcoord2).rgb*detailMask;
#if defined(USE_DETAIL_AS_ALPHA)
_Color.a = lerp( _Color.a, tex2D( _OverlayMap, texcoord2 ).rgb,
detailMask);
#endif
#if !(defined(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON))
s1.Alpha = 1.0;
#else
s1.Alpha = (_SmoothnessFromAlbedo? 1.0 : _MainTex_var.a) * _Color.a;
s1.Alpha = ((s1.Alpha - _Cutout) / max(fwidth(s1.Alpha), 0.0001) + 0.5);
clip(s1.Alpha - 1.0/255.0 );
#endif
#if defined(USE_DETAIL_AS_ALPHA)
s1.Albedo = _MainTex_var.rgb * _Color;
#else
s1.Albedo = lerp(_MainTex_var.rgb * _Color, _OverlayColor, overlayMask);
#endif
s1.Normal = NormalInTangentSpace(scaledUV, texcoord2, detailMask);
s1.Emission = tex2D( _EmissionMap, scaledUV ).rgb * _EmissionColor.rgb;
float4 _MetallicGlossMap_var = tex2D( _MetallicGlossMap, scaledUV );
float4 detailMetallicGlossMap_var = tex2D (_DetailMetallicGlossMap, TRANSFORM_TEX(texcoord2, _DetailMetallicGlossMap));
_MetallicGlossMap_var *= lerp(1.0, detailMetallicGlossMap_var, detailMask);
#if defined(SSS_METALLIC)
s1.Specular = _MetallicGlossMap_var.r;
#else
s1.Specular = _MetallicGlossMap_var.rgb;
#endif
s1.Specular *= _SpecularColor;
s1.Smoothness = _SmoothnessFromAlbedo? _MainTex_var.a : _MetallicGlossMap_var.a;
s1.Smoothness *= _GlossMapScale;
float2 occlusionUV = _OcclusionUVSource? i.uv2_texcoord2 : scaledUV;
s1.Occlusion = LerpOneTo(tex2D( _OcclusionMap, occlusionUV ).g, _OcclusionStrength);
float2 thicknessUV = _ThicknessUVSource? i.uv2_texcoord2 : scaledUV;
float3 thicknessMap_var = tex2D( _ThicknessMap, thicknessUV ).rgb;
s1.Thickness = pow(abs(_ThicknessMapInvert-thicknessMap_var), _ThicknessMapPower);
s1.SubsurfaceColour = _ScatteringByAlbedo? _SSSCol*s1.Albedo : _SSSCol;
}
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
#if defined(SSS_METALLIC)
SurfaceOutputStandardSSSS s1 = (SurfaceOutputStandardSSSS ) 0;
#else
SurfaceOutputStandardSpecularSSSS s1 = (SurfaceOutputStandardSpecularSSSS ) 0;
#endif
s1.Albedo = s.Albedo;
s1.Normal = s.Normal;
s1.Emission = s.Emission;
#if defined(SSS_METALLIC)
s1.Metallic = s.Specular.r;
#else
s1.Specular = s.Specular;
#endif
s1.Smoothness = s.Smoothness;
s1.Occlusion = s.Occlusion;
s1.Alpha = s.Alpha;
s1.Thickness = s.Thickness;
s1.Smoothness = GeometricNormalFiltering(s1.Smoothness, i.worldNormal, 0.25, 0.5);
data.light = gi.light;
UnityGI gi1 = gi;
#ifdef UNITY_PASS_FORWARDBASE
Unity_GlossyEnvironmentData g1 =
UnityGlossyEnvironmentSetup( s.Smoothness, data.worldViewDir, s1.Normal, float3(0,0,0));
gi1 = UnityGlobalIllumination_Geom( data, 1.0, s1.Normal, g1, s1.Thickness);
#endif
#if 1
float NdotV = saturate(abs(dot(s1.Normal, viewDir)));
float occlusion = ComputeMicroShadowing(s1.Occlusion * 0.8 + 0.3, NdotV, 1.0);
float3 occlusionCol = GTAOMultiBounce( saturate(occlusion * 1.2), s1.Albedo);
gi1.indirect.diffuse *= occlusionCol;
gi1.indirect.specular *= occlusion;
float NdotL = saturate(abs(dot(s1.Normal, gi.light.dir)));
occlusion = ComputeMicroShadowing(s1.Occlusion * 0.8 + 0.3, NdotL, 1.0);
occlusionCol = GTAOMultiBounce( saturate(occlusion * 1.2), s1.Albedo);
gi.light.color *= occlusionCol;
#endif
#ifdef UNITY_PASS_FORWARDBASE
float ase_lightAtten = data.atten;
if( _LightColor0.a == 0)
ase_lightAtten = 0;
#else
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
#endif
#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);
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
#endif
#if defined(SSS_METALLIC)
float3 finalResult = LightingStandardSSSS ( s1, data, gi1 ).rgb;
#else
float3 finalResult = LightingStandardSSSSSpecular ( s1, data, gi1 ).rgb;
#endif
finalResult += getSubsurfaceScatteringLight(gi.light.color, gi.light.dir, s1.Normal, data.worldViewDir,
LerpOneTo(ase_lightAtten, _SSSShadow), s1.Thickness, gi1.indirect.diffuse, s.SubsurfaceColour );
finalResult += s1.Emission;
c.rgb = finalResult;
c.a = s1.Alpha;
return c;
}
#endif // SSS_INPUT_INCLUDED