mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
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91 lines
3.7 KiB
HLSL
91 lines
3.7 KiB
HLSL
#ifndef LIGHTING_KSP_INCLUDED
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#define LIGHTING_KSP_INCLUDED
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#include "UnityPBSLighting.cginc"
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#define blinnPhongShininessPower 0.215
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// An exact conversion from blinn-phong to PBR is impossible, but the look can be approximated perceptually
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// and by observing how blinn-phong looks and feels at various settings, although it can never be perfect
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// 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
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// 2) Blinn-phong shininess doesn't stop feeling shiny unless at very low values, like below 0.04
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// while the PBR smoothness feels more linear -> map shininess to smoothness accordingly using a function
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// 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
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// I tried various mappings from the literature but nothing really worked as well as this
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// 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
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// specularColor but high shininess and specularMap, so I multiplied the smoothness by the sqrt of the specularColor and that caps
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// the smoothness when specularColor is low
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void GetStandardSpecularPropertiesFromLegacy(float legacyShininess, float specularMap, out float3 specular, out float smoothness)
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{
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float3 legacySpecularColor = saturate(_SpecColor);
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smoothness = pow(legacyShininess, blinnPhongShininessPower) * specularMap;
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smoothness *= sqrt(length(legacySpecularColor));
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specular = legacySpecularColor * UNITY_INV_PI;
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}
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float4 _Color;
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fixed4 LightingBlinnPhongSmooth(SurfaceOutput s, half3 viewDir, UnityGI gi)
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{
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fixed4 c = LightingBlinnPhong(s, viewDir, gi);
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// #ifdef UNITY_PASS_FORWARDADD
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// c.rgb *= c.a;
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// #endif
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return c;
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}
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half4 LightingBlinnPhongSmooth_Deferred(SurfaceOutput s, half3 viewDir, UnityGI gi,
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out half4 outDiffuseOcclusion, out half4 outSpecSmoothness,
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out half4 outNormal)
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{
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SurfaceOutputStandardSpecular ss;
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ss.Albedo = s.Albedo;
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ss.Normal = s.Normal;
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ss.Emission = s.Emission;
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ss.Occlusion = 1;
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ss.Alpha = saturate(s.Alpha);
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GetStandardSpecularPropertiesFromLegacy(s.Specular, s.Gloss, ss.Specular, ss.Smoothness);
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return LightingStandardSpecular_Deferred(ss, viewDir, gi, outDiffuseOcclusion, outSpecSmoothness, outNormal);
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}
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inline void LightingBlinnPhongSmooth_GI(inout SurfaceOutput s, UnityGIInput gi_input, inout UnityGI gi)
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{
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gi = UnityGlobalIllumination(gi_input, 1.0, s.Normal);
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}
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float4 _LocalCameraPos;
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float4 _LocalCameraDir;
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float4 _UnderwaterFogColor;
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float _UnderwaterMinAlphaFogDistance;
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float _UnderwaterMaxAlbedoFog;
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float _UnderwaterMaxAlphaFog;
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float _UnderwaterAlbedoDistanceScalar;
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float _UnderwaterAlphaDistanceScalar;
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float _UnderwaterFogFactor;
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float4 UnderwaterFog(float3 worldPos, float3 color)
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{
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// skip fog in deferred mode
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#ifdef UNITY_PASS_DEFERRED
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return float4(color, 1);
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#endif
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float3 toPixel = worldPos - _LocalCameraPos.xyz;
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float toPixelLength = length(toPixel); ///< Comment out the math--looks better without it.
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float underwaterDetection = _UnderwaterFogFactor * _LocalCameraDir.w; ///< sign(1 - sign(_LocalCameraPos.w));
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float albedoLerpValue = underwaterDetection * (_UnderwaterMaxAlbedoFog * saturate(
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toPixelLength * _UnderwaterAlbedoDistanceScalar));
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float alphaFactor = 1 - underwaterDetection * (_UnderwaterMaxAlphaFog * saturate(
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(toPixelLength - _UnderwaterMinAlphaFogDistance) * _UnderwaterAlphaDistanceScalar));
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return float4(lerp(color, _UnderwaterFogColor.rgb, albedoLerpValue), alphaFactor);
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}
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#endif
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