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I have a very shiny tortilla
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drewcassidy committed Jun 25, 2024
1 parent 6db2d6b commit 89a1f0d
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Showing 8 changed files with 199 additions and 35 deletions.
14 changes: 13 additions & 1 deletion Assets/Shaders/DecalsCommon.cginc
Original file line number Diff line number Diff line change
@@ -1,4 +1,6 @@
#ifndef DECALS_COMMON_INCLUDED
// Upgrade NOTE: excluded shader from DX11; has structs without semantics (struct v2f members screenUV)
#pragma exclude_renderers d3d11
#define DECALS_COMMON_INCLUDED

#include "AutoLight.cginc"
Expand Down Expand Up @@ -47,6 +49,12 @@ float4 _Decal_ST;
fixed4 _Emissive_Color;
#endif //DECAL_EMISSIVE

#ifdef UNITY_PASS_DEFERRED
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
#endif

// KSP EFFECTS
// opacity and color
float _Opacity;
Expand Down Expand Up @@ -104,7 +112,7 @@ struct appdata_decal

struct v2f
{
UNITY_POSITION(pos);
// UNITY_POSITION(pos);
float3 normal : NORMAL;
float4 uv_decal : TEXCOORD0;

Expand All @@ -124,6 +132,10 @@ struct v2f
#ifdef UNITY_PASS_FORWARDADD
UNITY_LIGHTING_COORDS(5,6)
#endif //UNITY_PASS_FORWARDADD

#ifdef UNITY_PASS_DEFERRED
float4 screenUV : TEXCOORD5;
#endif
};


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42 changes: 40 additions & 2 deletions Assets/Shaders/DecalsLighting.cginc
Original file line number Diff line number Diff line change
@@ -1,16 +1,19 @@
#ifndef DECALS_LIGHTING_INCLUDED
#define DECALS_LIGHTING_INCLUDED

#include "UnityPBSLighting.cginc"
#include "LegacyToStandard.cginc"

// modifed version of the KSP BlinnPhong because it does some weird things
inline fixed4 LightingBlinnPhongDecal(SurfaceOutput s, fixed3 lightDir, half3 viewDir, fixed atten)
inline fixed4 LightingBlinnPhongDecal(SurfaceOutputStandardSpecular s, fixed3 lightDir, half3 viewDir, fixed atten)
{
s.Normal = normalize(s.Normal);
half3 h = normalize(lightDir + viewDir);

fixed diff = max(0, dot(s.Normal, lightDir));

float nh = max(0, dot(s.Normal, h));
float spec = pow(nh, s.Specular*128.0) * s.Gloss;
float spec = pow(nh, s.Smoothness*128.0) * s.Specular; // specular and smoothness inverted from usual KSP lighting function

fixed4 c = 0;
c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * _SpecColor.rgb * spec) * (atten);
Expand All @@ -30,4 +33,39 @@ float4 UnderwaterFog(float3 worldPos, float3 color)
return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
}


inline half4 KSPLightingStandardSpecular_Deferred (SurfaceOutputStandardSpecular s, out half4 outGBuffer0, out half4 outGBuffer1, out half4 outGBuffer2, out half4 outEmission)
{
GetStandardSpecularPropertiesFromLegacy(s.Smoothness, s.Specular, _SpecColor, s.Smoothness, s.Specular);

// energy conservation
half oneMinusReflectivity;
s.Albedo = EnergyConservationBetweenDiffuseAndSpecular (s.Albedo, s.Specular, oneMinusReflectivity);

UnityStandardData data;
data.diffuseColor = s.Albedo;
data.occlusion = s.Occlusion;
data.specularColor = s.Specular;
data.smoothness = s.Smoothness;
data.normalWorld = s.Normal;

// RT0: diffuse color (rgb), occlusion (a) - sRGB rendertarget
outGBuffer0 = half4(data.diffuseColor, data.occlusion);

// RT1: spec color (rgb), smoothness (a) - sRGB rendertarget
outGBuffer1 = half4(data.specularColor, data.smoothness);

// RT2: normal (rgb), --unused, very low precision-- (a)
outGBuffer2 = half4(data.normalWorld * 0.5f + 0.5f, 1.0f);

outEmission = half4(s.Emission, s.Alpha);

#ifndef UNITY_HDR_ON
outEmission.rgb = exp2(-outEmission.rgb);
#endif

return outEmission;
}


#endif
100 changes: 78 additions & 22 deletions Assets/Shaders/DecalsSurface.cginc
Original file line number Diff line number Diff line change
Expand Up @@ -6,14 +6,14 @@

// declare surf function,
// this must be defined in any shader using this cginc
void surf (DecalSurfaceInput IN, inout SurfaceOutput o);
void surf (DecalSurfaceInput IN, inout SurfaceOutputStandardSpecular o);

v2f vert_forward(appdata_decal v)
v2f vert(appdata_decal v, out float4 outpos : SV_POSITION)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);

o.pos = UnityObjectToClipPos(v.vertex);
outpos = UnityObjectToClipPos(v.vertex);
o.normal = v.normal;

#ifdef DECAL_PREVIEW
Expand Down Expand Up @@ -63,15 +63,22 @@ v2f vert_forward(appdata_decal v)
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE

#ifdef UNITY_PASS_DEFERRED
o.screenUV = v.vertex;

// Correct flip when rendering with a flipped projection matrix.
// (I've observed this differing between the Unity scene & game views)
o.screenUV.y *= _ProjectionParams.x;
#endif

// pass shadow and, possibly, light cookie coordinates to pixel shader
UNITY_TRANSFER_LIGHTING(o, 0.0);

return o;
}

fixed4 frag_forward(v2f IN) : SV_Target
{
void frag_common(v2f IN, float3 worldPosition, float3 viewDir, out SurfaceOutputStandardSpecular o) {
#ifdef DECAL_PREVIEW
fixed4 uv_projected = IN.uv_decal;
#else
Expand All @@ -84,22 +91,6 @@ fixed4 frag_forward(v2f IN) : SV_Target

// declare data
DecalSurfaceInput i;
SurfaceOutput o;

// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);

float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);

// setup world-space light and view direction vectors
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPosition));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;

// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
Expand Down Expand Up @@ -135,7 +126,7 @@ fixed4 frag_forward(v2f IN) : SV_Target
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Smoothness = 0.0;
o.Normal = fixed3(0,0,1);

// call surface function
Expand All @@ -150,9 +141,30 @@ fixed4 frag_forward(v2f IN) : SV_Target
o.Emission = lerp(0, o.Emission, o.Alpha);
o.Alpha = _Opacity;
#endif //DECAL_PREVIEW
}

fixed4 frag_forward(v2f IN) : SV_Target
{
// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);

SurfaceOutputStandardSpecular o;
float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;

frag_common(IN, worldPosition, viewDir, o);

// compute lighting & shadowing factor
UNITY_LIGHT_ATTENUATION(atten, IN, worldPosition)

// setup world-space light and view direction vectors
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPosition));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif

// compute world normal
float3 WorldNormal;
Expand Down Expand Up @@ -180,4 +192,48 @@ fixed4 frag_forward(v2f IN) : SV_Target
return c;
}


#ifdef UNITY_PASS_DEFERRED
void frag_deferred (v2f IN,
UNITY_VPOS_TYPE uv : VPOS,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
out half4 outGBuffer2 : SV_Target2,
out half4 outEmission : SV_Target3
#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4)
, out half4 outShadowMask : SV_Target4
#endif
)
{

// float2 uv = (IN.screenUV.xy / IN.screenUV.w) * 0.5f + 0.5f;
half4 inGBuffer0 = tex2D (_CameraGBufferTexture0, uv); // Diffuse RGB, Occlusion A
half4 inGBuffer1 = tex2D (_CameraGBufferTexture1, uv); // Specular RGB, Smoothness A
half4 inGBuffer2 = tex2D (_CameraGBufferTexture2, uv); // Normal RGB

// setup world-space TBN vectors
UNITY_EXTRACT_TBN(IN);

SurfaceOutputStandardSpecular o;
float3 worldPosition = float3(IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w);
float3 worldTangent = float3(IN.tSpace0.x, IN.tSpace1.x, IN.tSpace2.x);
float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPosition));
float3 viewDir = _unity_tbn_0 * worldViewDir.x + _unity_tbn_1 * worldViewDir.y + _unity_tbn_2 * worldViewDir.z;

frag_common(IN, worldPosition, viewDir, o);

// compute world normal
float3 WorldNormal;
WorldNormal.x = dot(_unity_tbn_0, o.Normal);
WorldNormal.y = dot(_unity_tbn_1, o.Normal);
WorldNormal.z = dot(_unity_tbn_2, o.Normal);
WorldNormal = normalize(WorldNormal);
o.Normal = WorldNormal;

KSPLightingStandardSpecular_Deferred(o, outGBuffer0, outGBuffer1, outGBuffer2, outEmission);
outGBuffer0 = lerp(inGBuffer0, outGBuffer0, o.Alpha);
outGBuffer1 = lerp(inGBuffer1, outGBuffer1, o.Alpha);
outGBuffer2 = lerp(inGBuffer2, outGBuffer2, o.Alpha);
}
#endif
#endif
25 changes: 25 additions & 0 deletions Assets/Shaders/LegacyToStandard.cginc
Original file line number Diff line number Diff line change
@@ -0,0 +1,25 @@
// Taken from https://github.com/LGhassen/Deferred

//TODO: remove this debug settings
float blinnPhongShininessPower;

// An exact conversion from blinn-phong to PBR is impossible, but the look can be approximated perceptually
// and by observing how blinn-phong looks and feels at various settings, although it can never be perfect
// 1) The specularColor can be used as is in the PBR specular flow, just needs to be divided by PI so it sums up to 1 over the hemisphere
// 2) Blinn-phong shininess doesn't stop feeling shiny unless at very low values, like below 0.04
// while the PBR smoothness feels more linear -> map shininess to smoothness accordingly using a function
// that increases very quickly at first then slows down, I went with something like x^(1/4) or x^(1/6) then made the power configurable
// I tried various mappings from the literature but nothing really worked as well as this
// 3) Finally I noticed that some parts still looked very shiny like the AV-R8 winglet while in stock they looked rough thanks a low
// specularColor but high shininess and specularMap, so I multiplied the smoothness by the sqrt of the specularColor and that caps
// the smoothness when specularColor is low
void GetStandardSpecularPropertiesFromLegacy(float legacyShininess, float specularMap, float3 legacySpecularColor,
out float smoothness, out float3 specular)
{
legacySpecularColor = saturate(legacySpecularColor);

smoothness = pow(legacyShininess, blinnPhongShininessPower) * specularMap;
smoothness *= sqrt(length(legacySpecularColor));

specular = legacySpecularColor * (1 / UNITY_PI);
}
7 changes: 4 additions & 3 deletions Assets/Shaders/StandardDecal.cginc
Original file line number Diff line number Diff line change
@@ -1,7 +1,8 @@
void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
void surf(DecalSurfaceInput IN, inout SurfaceOutputStandardSpecular o) {
float4 color = tex2D(_Decal, IN.uv_decal);
o.Albedo = UnderwaterFog(IN.worldPosition, color).rgb;
o.Alpha = _DecalOpacity;
o.Occlusion = 1;

#ifdef DECAL_BASE_NORMAL
float3 normal = IN.normal;
Expand All @@ -16,8 +17,8 @@ void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {

#ifdef DECAL_SPECMAP
float4 specular = tex2D(_SpecMap, IN.uv_specmap);
o.Gloss = specular.r;
o.Specular = _Shininess;
o.Smoothness = _Shininess;
o.Specular = specular
#endif

half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
Expand Down
35 changes: 33 additions & 2 deletions Assets/Shaders/StandardDecal.shader
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,7 @@
Blend SrcAlpha OneMinusSrcAlpha

CGPROGRAM
#pragma vertex vert_forward
#pragma vertex vert
#pragma fragment frag_forward

#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap
Expand Down Expand Up @@ -85,7 +85,7 @@
Offset -1, -1

CGPROGRAM
#pragma vertex vert_forward
#pragma vertex vert
#pragma fragment frag_forward

#pragma multi_compile_fwdadd nolightmap nodirlightmap nodynlightmap
Expand All @@ -102,6 +102,37 @@
#include "SDF.cginc"
#include "StandardDecal.cginc"

ENDCG
}

Pass
{
Name "DEFERRED"
Tags { "LightMode" = "Deferred" }
ZWrite Off
ZTest LEqual
Blend SrcAlpha One
Offset -1, -1

CGPROGRAM
#pragma vertex vert
#pragma fragment frag_deferred
#pragma target 3.0

#pragma multi_compile_deferred nolightmap nodirlightmap nodynlightmap
#pragma skip_variants SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING POINT_COOKIE
#pragma multi_compile_local __ DECAL_PREVIEW
#pragma multi_compile_local __ DECAL_BASE_NORMAL DECAL_BUMPMAP
#pragma multi_compile_local __ DECAL_SPECMAP
#pragma multi_compile_local __ DECAL_EMISSIVE
#pragma multi_compile_local __ DECAL_SDF_ALPHA

#include "UnityCG.cginc"
#include "DecalsCommon.cginc"
#include "DecalsSurface.cginc"
#include "SDF.cginc"
#include "StandardDecal.cginc"

ENDCG
}
}
Expand Down
7 changes: 4 additions & 3 deletions Assets/Shaders/TextDecal.cginc
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,10 @@ float4 _DecalColor;
float4 _OutlineColor;
float _OutlineWidth;

void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {
void surf(DecalSurfaceInput IN, inout SurfaceOutputStandardSpecular o) {
float4 color = _DecalColor;
float dist = _Cutoff - tex2D(_Decal, IN.uv_decal).r; // text distance
o.Occlusion = 1;

#ifdef DECAL_OUTLINE
// Outline
Expand Down Expand Up @@ -40,8 +41,8 @@ void surf(DecalSurfaceInput IN, inout SurfaceOutput o) {

#ifdef DECAL_SPECMAP
float4 specular = tex2D(_SpecMap, IN.uv_specmap);
o.Gloss = specular.r;
o.Specular = _Shininess;
o.Smoothness = _Shininess;
o.Specular = specular;
#endif

half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
Expand Down
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