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More aggressive shader cleanup
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drewcassidy committed Jul 18, 2024
1 parent c19a0c2 commit dd40e54
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247 changes: 247 additions & 0 deletions Assets/Shaders/DecalsCommon.cginc
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@

#include "AutoLight.cginc"
#include "Lighting.cginc"
#include "LightingKSPDeferred.cginc"

#define CLIP_MARGIN 0.05
#define EDGE_MARGIN 0.01
Expand Down Expand Up @@ -149,4 +150,250 @@ inline float BoundsDist(float3 p, float3 normal, float3 projNormal) {
#endif //DECAL_PREVIEW
}

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

v2f vert(appdata_decal v)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);

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

#ifdef DECAL_PREVIEW
o.uv_decal = v.texcoord;
#else
o.uv_decal = mul (_ProjectionMatrix, v.vertex);
#endif //DECAL_PREVIEW

#ifdef DECAL_BASE_NORMAL
o.uv_base = TRANSFORM_TEX(v.texcoord, _BumpMap);
#endif //DECAL_BASE_NORMAL

float3 worldPosition = mul(unity_ObjectToWorld, v.vertex).xyz;
float3 worldNormal = UnityObjectToWorldNormal(v.normal);

#if defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)
// use tangent of base geometry
fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz);
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign;
#else
// use tangent of projector
fixed3 decalTangent = UnityObjectToWorldDir(_DecalTangent);
fixed3 worldBinormal = cross(decalTangent, worldNormal);
fixed3 worldTangent = cross(worldNormal, worldBinormal);
#endif //defined(DECAL_BASE_NORMAL) || defined(DECAL_PREVIEW)

o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPosition.x);
o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPosition.y);
o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPosition.z);

// forward base pass specific lighting code
#ifdef UNITY_PASS_FORWARDBASE
// SH/ambient light
#if UNITY_SHOULD_SAMPLE_SH
float3 shlight = ShadeSH9 (float4(worldNormal,1.0));
o.vlight = shlight;
#else
o.vlight = 0.0;
#endif // UNITY_SHOULD_SAMPLE_SH

// vertex light
#ifdef VERTEXLIGHT_ON
o.vlight += Shade4PointLights (
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
unity_4LightAtten0, worldPosition, worldNormal );
#endif // VERTEXLIGHT_ON
#endif // UNITY_PASS_FORWARDBASE

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

#ifdef UNITY_PASS_DEFERRED
o.screenUV = o.pos.xyw;

// 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
return o;
}


SurfaceOutput frag_common(v2f IN, out float3 viewDir, out UnityGI gi) {
SurfaceOutput o;

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

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

#ifdef DECAL_PREVIEW
fixed4 uv_projected = IN.uv_decal;
#else
// perform decal projection
fixed4 uv_projected = UNITY_PROJ_COORD(IN.uv_decal);

clip(uv_projected.xyz + CLIP_MARGIN);
clip(CLIP_MARGIN + (1-uv_projected.xyz));
#endif //DECAL_PREVIEW

// declare data
DecalSurfaceInput i;

// initialize surface input
UNITY_INITIALIZE_OUTPUT(DecalSurfaceInput, i)
i.uv_decal = TRANSFORM_TEX(uv_projected, _Decal);
i.uv = uv_projected;

#ifdef DECAL_BUMPMAP
i.uv_bumpmap = TRANSFORM_TEX(uv_projected, _BumpMap);
#endif //DECAL_BUMPMAP

#ifdef DECAL_SPECMAP
i.uv_specmap = TRANSFORM_TEX(uv_projected, _SpecMap);
#endif //DECAL_SPECMAP

#ifdef DECAL_EMISSIVE
i.uv_emissive = TRANSFORM_TEX(uv_projected, _Emissive);
#endif //DECAL_EMISSIVE

#ifdef DECAL_BASE_NORMAL
#ifdef DECAL_PREVIEW
i.normal = fixed3(0,0,1);
#else
i.normal = UnpackNormalDXT5nm(tex2D(_BumpMap, IN.uv_base));
#endif //DECAL_PREVIEW
#endif //DECAL_BASE_NORMAL

i.vertex_normal = IN.normal;
i.viewDir = viewDir;
i.worldPosition = worldPos;

// initialize surface output
o.Albedo = 0.0;
o.Emission = 0.0;
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = fixed3(0,0,1);

// call surface function
surf(i, o);

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

// compute lighting & shadowing factor
#if UNITY_PASS_DEFERRED
fixed atten = 0;
#else
UNITY_LIGHT_ATTENUATION(atten, IN, worldPos)
#endif

// setup GI
UNITY_INITIALIZE_OUTPUT(UnityGI, gi);
gi.indirect.diffuse = 0;
gi.indirect.specular = 0;
gi.light.color = 0;
gi.light.dir = half3(0,1,0);

// setup light information in forward modes
#ifndef UNITY_PASS_DEFERRED
#ifndef USING_DIRECTIONAL_LIGHT
fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos));
#else
fixed3 lightDir = _WorldSpaceLightPos0.xyz;
#endif
gi.light.color = _LightColor0.rgb;
gi.light.dir = lightDir;
#endif

// Call GI (lightmaps/SH/reflections) lighting function
UnityGIInput giInput;
UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput);
giInput.light = gi.light;
giInput.worldPos = worldPos;
giInput.worldViewDir = worldViewDir;
giInput.atten = atten;
giInput.ambient = 0.0;

LightingBlinnPhongSmooth_GI(o, giInput, gi);

#ifdef DECAL_PREVIEW
if (any(IN.uv_decal > 1) || any(IN.uv_decal < 0)) o.Alpha = 0;

o.Albedo = lerp(_Background.rgb, o.Albedo, o.Alpha) * _Color.rgb;
o.Normal = lerp(float3(0,0,1), o.Normal, o.Alpha);
o.Specular = lerp(_Background.a, o.Specular, o.Alpha);
o.Emission = lerp(0, o.Emission, o.Alpha);
o.Alpha = _Opacity;
#endif //DECAL_PREVIEW

return o;
}

fixed4 frag_forward(v2f IN) : SV_Target
{
fixed3 viewDir = 0;
UnityGI gi;

SurfaceOutput o = frag_common(IN, viewDir, gi);

//call modified KSP lighting function
return LightingBlinnPhongSmooth(o, viewDir, gi);
}

void frag_deferred (v2f IN,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
#if defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW)
out half4 outGBuffer2 : SV_Target2,
#endif
out half4 outEmission : SV_Target3)
{
#if !(defined(DECAL_BUMPMAP) || defined(DECAL_PREVIEW))
half4 outGBuffer2 = 0; // define dummy normal buffer when we're not writing to it
#endif

float3 viewDir;
UnityGI gi;
SurfaceOutput o = frag_common(IN, viewDir, gi);

#ifdef DECAL_PREVIEW
o.Alpha = 1;
#endif

outEmission = LightingBlinnPhongSmooth_Deferred(o, viewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2);

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

outGBuffer0.a = o.Alpha;
outGBuffer1 *= o.Alpha;
outGBuffer2.a = o.Alpha;
outEmission.a = o.Alpha;
}

void frag_deferred_prepass(v2f IN, out half4 outGBuffer1: SV_Target1) {
float3 viewDir;
UnityGI gi;

SurfaceOutput o = frag_common(IN, viewDir, gi);

outGBuffer1 = o.Alpha;
}

#endif
71 changes: 0 additions & 71 deletions Assets/Shaders/DecalsLighting.cginc

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