├── .gitattributes ├── .gitignore ├── Assets ├── AdamPlaneReflection.meta ├── AdamPlaneReflection │ ├── PlaneReflection.meta │ ├── PlaneReflection │ │ ├── Convolve.shader │ │ ├── Convolve.shader.meta │ │ ├── PlaneReflection.cs │ │ └── PlaneReflection.cs.meta │ ├── Shared.meta │ └── Shared │ │ ├── AdamPlaneReflectionsStandardSpecular.shader │ │ ├── AdamPlaneReflectionsStandardSpecular.shader.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── AdamStandardShaderGUI.cs │ │ └── AdamStandardShaderGUI.cs.meta │ │ ├── UnityStandardCore.cginc │ │ ├── UnityStandardCore.cginc.meta │ │ ├── UnityStandardInput.cginc │ │ └── UnityStandardInput.cginc.meta ├── Test.meta ├── Test.unity ├── Test.unity.meta ├── Test │ ├── Checker.mat │ ├── Checker.mat.meta │ ├── Floor.mat │ ├── Floor.mat.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── Rock Color.tga │ ├── Rock Color.tga.meta │ ├── Rock Normal.tga │ ├── Rock Normal.tga.meta │ ├── UVTest.png │ ├── UVTest.png.meta │ ├── White.mat │ └── White.mat.meta ├── ThreeDScans.meta └── ThreeDScans │ ├── Acknowledgement.txt │ ├── Acknowledgement.txt.meta │ ├── Nymph.meta │ └── Nymph │ ├── Materials.meta │ ├── Materials │ ├── Nymph.mat │ └── Nymph.mat.meta │ ├── Nymph.fbx │ ├── Nymph.fbx.meta │ ├── Nymph_normals.png │ ├── Nymph_normals.png.meta │ ├── Nymph_occlusion.png │ └── Nymph_occlusion.png.meta ├── LICENSE └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Vim 9 | *.swp 10 | 11 | # Unity 12 | /Library 13 | /Temp 14 | /UnityPackageManager 15 | /Packages 16 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47d0f22f7929220459463a484e24c5fd 3 | folderAsset: yes 4 | timeCreated: 1510132629 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/PlaneReflection.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d51c4fb7e8c9024cbd05f05d976c1a6 3 | folderAsset: yes 4 | timeCreated: 1476957694 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/PlaneReflection/Convolve.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Volund/Convolve" { 2 | Properties { 3 | _MainTex("Diffuse", 2D) = "white" {} 4 | _DepthScale("DepthScale", Float) = 1.0 5 | _DepthExponent("DepthExponent", Float) = 1.0 6 | } 7 | 8 | CGINCLUDE 9 | 10 | #pragma only_renderers d3d11 11 | #pragma target 3.0 12 | 13 | #include "UnityCG.cginc" 14 | 15 | uniform sampler2D _MainTex; 16 | uniform float4 _MainTex_TexelSize; 17 | 18 | uniform sampler2D _CameraDepthTexture; 19 | uniform sampler2D _CameraDepthTextureCopy; 20 | 21 | uniform float4x4 _FrustumCornersWS; 22 | uniform float4 _CameraWS; 23 | 24 | uniform float _DepthScale; 25 | uniform float _DepthExponent; 26 | uniform float _SampleMip; 27 | uniform float _CosPower; 28 | uniform float _RayPinchInfluence; 29 | 30 | struct v2f { 31 | float4 pos : SV_POSITION; 32 | float2 uv : TEXCOORD0; 33 | float4 interpolatedRay : TEXCOORD1; 34 | float3 interpolatedRayN : TEXCOORD2; 35 | }; 36 | 37 | v2f vert(appdata_img v) { 38 | v2f o; 39 | half index = v.vertex.z; 40 | v.vertex.z = 0.1; 41 | o.pos = UnityObjectToClipPos(v.vertex); 42 | o.uv = v.texcoord; 43 | o.interpolatedRay = _FrustumCornersWS[(int)index]; 44 | o.interpolatedRay.w = index; 45 | o.interpolatedRayN = normalize(o.interpolatedRay.xyz); 46 | return o; 47 | } 48 | 49 | uniform float4 _PlaneReflectionClipPlane; 50 | uniform float4 _PlaneReflectionZParams; 51 | 52 | 53 | float4 frag(v2f i, const float2 dir) { 54 | float4 baseUV; 55 | baseUV.xy = i.uv.xy; 56 | baseUV.z = 0; 57 | baseUV.w = _SampleMip; 58 | 59 | #if USE_DEPTH 60 | // float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); 61 | // float depth = 1.f / (rawDepth * _PlaneReflectionZParams.x + _PlaneReflectionZParams.y); 62 | float depth = tex2D(_CameraDepthTextureCopy, i.uv); 63 | 64 | float3 wsDir = depth * i.interpolatedRay.xyz; 65 | float4 wsPos = float4(_CameraWS.xyz + wsDir, 1.f); 66 | float pointToPlaneDist = dot(wsPos, _PlaneReflectionClipPlane) / dot(_PlaneReflectionClipPlane.xyz, normalize(i.interpolatedRayN)); 67 | float sampleScale1 = saturate(pow(saturate(pointToPlaneDist * _DepthScale), _DepthExponent)); 68 | sampleScale1 = max(_RayPinchInfluence, sampleScale1); 69 | #else 70 | float sampleScale1 = 1.f; 71 | #endif 72 | float2 sampleScale = dir * _MainTex_TexelSize.xy * sampleScale1; 73 | 74 | float weight = 0.f; 75 | float4 color = 0.f; 76 | 77 | float4 uv = baseUV; 78 | 79 | for(int i = -32; i <= 32; i += 2) { 80 | float2 off = i * sampleScale; 81 | uv.xy = baseUV.xy + off; 82 | 83 | // Kill any samples falling outside of the screen. 84 | // Otherwise, as a bright source pixel touches the edge of the screen, it suddenly 85 | // gets exploded by clamping to have the width/height equal to kernel's radius 86 | // and introduces that much more energy to the result. 87 | if (any(uv.xy < 0.0) || any(uv.xy > 1.0)) 88 | continue; 89 | 90 | float4 s = tex2Dlod(_MainTex, uv); 91 | 92 | float c = clamp(i / 20.f, -1.57f, 1.57f); 93 | float w = pow(max(0.f, cos(c)), _CosPower); 94 | 95 | color.rgb += s.rgb * w; 96 | weight += w; 97 | } 98 | 99 | return color.rgbb / weight; 100 | } 101 | 102 | float4 fragH(v2f i) : COLOR { return frag(i, float2(1.f, 0.f)); } 103 | float4 fragV(v2f i) : COLOR { return frag(i, float2(0.f, 1.f)); } 104 | 105 | 106 | float fragResolve(v2f i) : SV_Target{ 107 | float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv); 108 | float depth = 1.f / (rawDepth * _PlaneReflectionZParams.x + _PlaneReflectionZParams.y); 109 | return depth; 110 | } 111 | 112 | ENDCG 113 | 114 | SubShader { 115 | Cull Off ZTest Always ZWrite Off 116 | 117 | Pass { 118 | CGPROGRAM 119 | #pragma vertex vert 120 | #pragma fragment fragH 121 | #pragma multi_compile _ USE_DEPTH 122 | #pragma multi_compile _ CP0 CP1 CP2 CP3 123 | ENDCG 124 | } 125 | 126 | Pass { 127 | CGPROGRAM 128 | #pragma vertex vert 129 | #pragma fragment fragV 130 | #pragma multi_compile _ USE_DEPTH 131 | #pragma multi_compile _ CP0 CP1 CP2 CP3 132 | ENDCG 133 | } 134 | 135 | Pass { 136 | CGPROGRAM 137 | #pragma vertex vert 138 | #pragma fragment fragResolve 139 | ENDCG 140 | } 141 | } 142 | } 143 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/PlaneReflection/Convolve.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9a320f83343d6045a4e3a1eb8cf4d64 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/PlaneReflection/PlaneReflection.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | using System.Collections.Generic; 4 | 5 | [ExecuteInEditMode] 6 | public class PlaneReflection : MonoBehaviour { 7 | public enum Dimension { 8 | x128 = 128, 9 | x256 = 256, 10 | x512 = 512, 11 | x1024 = 1024, 12 | x2048 = 2048, 13 | x4096 = 4096, 14 | } 15 | 16 | [HideInInspector] public Shader convolveShader; 17 | 18 | public Dimension reflectionMapSize = Dimension.x1024; 19 | public LayerMask reflectLayerMask = ~0; 20 | public float clipPlaneOffset = 0.01f; 21 | public bool clipSkyDome; 22 | public float nearPlaneDistance = 0.1f; 23 | public float farPlaneDistance = 25f; 24 | public float mipShift; 25 | public bool useDepth = true; 26 | public float depthScale = 1.25f; 27 | public float depthExponent = 2.25f; 28 | public float depthRayPinchFadeSteps = 4f; 29 | public bool renderShadows = false; 30 | public float shadowDistance = 200f; 31 | public int maxPixelLights = -1; 32 | public Color clearColor = Color.gray; 33 | public RenderingPath renderingPath = RenderingPath.UsePlayerSettings; 34 | 35 | RenderTexture m_reflectionMap; 36 | RenderTexture m_reflectionDepthMap; 37 | CommandBuffer m_copyDepthCB; 38 | Camera m_reflectionCamera; 39 | Camera m_renderCamera; 40 | 41 | Material[] m_materials = new Material[0]; 42 | 43 | Material m_convolveMaterial; 44 | 45 | #if UNITY_EDITOR 46 | void OnValidate() { 47 | OnEnable(); 48 | UnityEditor.SceneView.RepaintAll(); 49 | } 50 | #endif 51 | 52 | bool CheckSupport() { 53 | bool supported = true; 54 | 55 | if(convolveShader && !convolveShader.isSupported) 56 | supported = false; 57 | 58 | return supported; 59 | } 60 | 61 | void Awake() { 62 | if(!convolveShader) 63 | convolveShader = Shader.Find("Hidden/Volund/Convolve"); 64 | 65 | if(!m_convolveMaterial) 66 | m_convolveMaterial = new Material(convolveShader); 67 | 68 | if(CheckSupport()) { 69 | EnsureReflectionCamera(null); 70 | EnsureReflectionTexture(); 71 | EnsureResolveDepthHooks(); 72 | } 73 | } 74 | 75 | void OnEnable() { 76 | m_materials = GetComponent().sharedMaterials; 77 | 78 | if(!m_convolveMaterial) 79 | m_convolveMaterial = new Material(convolveShader); 80 | 81 | if(useDepth) { 82 | m_convolveMaterial.EnableKeyword("USE_DEPTH"); 83 | m_convolveMaterial.SetFloat("_DepthScale", depthScale); 84 | m_convolveMaterial.SetFloat("_DepthExponent", depthExponent); 85 | 86 | } else { 87 | m_convolveMaterial.DisableKeyword("USE_DEPTH"); 88 | } 89 | 90 | m_convolveMaterial.hideFlags = HideFlags.DontSave | HideFlags.NotEditable; 91 | 92 | if(CheckSupport()) 93 | EnsureReflectionCamera(null); 94 | } 95 | 96 | void OnDisable() { 97 | for(int i = 0, n = m_materials.Length; i < n; ++i) 98 | m_materials[i].DisableKeyword("PLANE_REFLECTION"); 99 | } 100 | 101 | void OnDestroy() { 102 | if(m_reflectionCamera) 103 | Object.DestroyImmediate(m_reflectionCamera.gameObject); 104 | m_reflectionCamera = null; 105 | if(m_copyDepthCB != null) { 106 | m_copyDepthCB.Release(); 107 | m_copyDepthCB = null; 108 | } 109 | Object.DestroyImmediate(m_convolveMaterial); 110 | m_convolveMaterial = null; 111 | Object.DestroyImmediate(m_reflectionMap); 112 | Object.DestroyImmediate(m_reflectionDepthMap); 113 | } 114 | 115 | public void OnWillRenderObject() { 116 | if(!CheckSupport()) 117 | return; 118 | 119 | //Debug.LogFormat("OnWillRenderObject: {0} from camera {1} (DepthMode: {2})", name, Camera.current.name, Camera.current.depthTextureMode); 120 | 121 | if(Camera.current == Camera.main) { 122 | m_renderCamera = Camera.current; 123 | #if UNITY_EDITOR 124 | } else if(UnityEditor.SceneView.currentDrawingSceneView && UnityEditor.SceneView.currentDrawingSceneView.camera == Camera.current) { 125 | m_renderCamera = Camera.current; 126 | #endif 127 | } else { 128 | return; 129 | } 130 | 131 | m_reflectionCamera = EnsureReflectionCamera(m_renderCamera); 132 | EnsureReflectionTexture(); 133 | EnsureResolveDepthHooks(); 134 | 135 | var reflectionMap0 = m_reflectionMap; 136 | 137 | // find the reflection plane: position and normal in world space 138 | Vector3 pos = transform.position; 139 | Vector3 normal = transform.up; 140 | 141 | // Reflect camera around reflection plane 142 | float d = -Vector3.Dot (normal, pos) - clipPlaneOffset; 143 | Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d); 144 | 145 | Matrix4x4 reflectionMatrix = Matrix4x4.zero; 146 | CalculateReflectionMatrix(ref reflectionMatrix, reflectionPlane); 147 | Vector3 newpos = reflectionMatrix.MultiplyPoint(m_renderCamera.transform.position); 148 | m_reflectionCamera.worldToCameraMatrix = m_renderCamera.worldToCameraMatrix * reflectionMatrix; 149 | 150 | m_reflectionCamera.cullingMask = reflectLayerMask; 151 | m_reflectionCamera.targetTexture = reflectionMap0; 152 | m_reflectionCamera.transform.position = newpos; 153 | m_reflectionCamera.aspect = m_renderCamera.aspect; 154 | 155 | // find the reflection plane: position and normal in world space 156 | Vector3 planePos = transform.position; 157 | Vector3 planeNormal = transform.up; 158 | float planeDist = -Vector3.Dot(planeNormal, planePos) - clipPlaneOffset; 159 | /*var*/ reflectionPlane = new Vector4(planeNormal.x, planeNormal.y, planeNormal.z, planeDist); 160 | 161 | // reflect the camera about the reflection plane 162 | var srcCamPos = m_renderCamera.transform.position; 163 | //var srcCamPos4 = new Vector4(srcCamPos.x, srcCamPos.y, srcCamPos.z, 1f); 164 | var srcCamRgt = m_renderCamera.transform.right; 165 | var srcCamUp = m_renderCamera.transform.up; 166 | var srcCamFwd = m_renderCamera.transform.forward; 167 | //var reflectedPos = srcCamPos - 2f * Vector4.Dot(reflectionPlane, srcCamPos4) * planeNormal; 168 | var reflectedDir = -ReflectVector(planeNormal, srcCamFwd); 169 | m_reflectionCamera.transform.rotation = Quaternion.LookRotation(reflectedDir, srcCamUp); 170 | 171 | if(m_reflectionCamera && ssnap) { 172 | sup = m_reflectionCamera.transform.up; 173 | spos = m_reflectionCamera.transform.position; 174 | srot = m_reflectionCamera.transform.rotation; 175 | sfov = m_reflectionCamera.fieldOfView; 176 | sfar = m_reflectionCamera.farClipPlane; 177 | snear = m_reflectionCamera.nearClipPlane; 178 | saspect = m_reflectionCamera.aspect; 179 | ssnap = false; 180 | } 181 | 182 | // Setup user defined clip plane instead of oblique frustum 183 | Shader.SetGlobalVector("_PlaneReflectionClipPlane", reflectionPlane); 184 | Shader.EnableKeyword("PLANE_REFLECTION_USER_CLIPPLANE"); 185 | 186 | var oldShadowDist = QualitySettings.shadowDistance; 187 | if(!renderShadows) 188 | QualitySettings.shadowDistance = 0f; 189 | else if(shadowDistance > 0f) 190 | QualitySettings.shadowDistance = shadowDistance; 191 | 192 | var oldPixelLights = QualitySettings.pixelLightCount; 193 | if(maxPixelLights != -1) 194 | QualitySettings.pixelLightCount = maxPixelLights; 195 | 196 | for(int i = 0, n = m_materials.Length; i < n; ++i) 197 | m_materials[i].DisableKeyword("PLANE_REFLECTION"); 198 | 199 | GL.invertCulling = true; 200 | m_reflectionCamera.Render(); 201 | GL.invertCulling = false; 202 | 203 | for(int i = 0, n = m_materials.Length; i < n; ++i) 204 | m_materials[i].EnableKeyword("PLANE_REFLECTION"); 205 | 206 | if(!renderShadows || shadowDistance > 0f) 207 | QualitySettings.shadowDistance = oldShadowDist; 208 | if(maxPixelLights != -1) 209 | QualitySettings.pixelLightCount = oldPixelLights; 210 | 211 | Shader.DisableKeyword("PLANE_REFLECTION_USER_CLIPPLANE"); 212 | 213 | SetupConvolveParams(srcCamPos, srcCamRgt, srcCamUp, srcCamFwd, reflectionMatrix, planeNormal); 214 | Convolve(m_reflectionCamera.targetTexture, m_reflectionDepthMap); 215 | m_reflectionCamera.targetTexture = null; 216 | 217 | float mipCount = Mathf.Max(0f, Mathf.Round(Mathf.Log ((float)m_reflectionMap.width, 2f)) - mipShift); 218 | for(int i = 0, n = m_materials.Length; i < n; ++i) { 219 | var m = m_materials[i]; 220 | m.SetFloat("_PlaneReflectionLodSteps", mipCount); 221 | m.SetTexture("_PlaneReflection", m_reflectionMap); 222 | } 223 | } 224 | 225 | void EnsureReflectionTexture() { 226 | var expectedSize = (int)reflectionMapSize; 227 | if(m_reflectionMap == null || m_reflectionMap.width != expectedSize || ((m_reflectionMap.depth == 0) == (m_reflectionCamera.actualRenderingPath == RenderingPath.Forward))) { 228 | Object.DestroyImmediate(m_reflectionMap); 229 | Object.DestroyImmediate(m_reflectionDepthMap); 230 | m_reflectionMap = new RenderTexture(expectedSize, expectedSize, 16, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); 231 | m_reflectionMap.name = "PlaneReflection Full Color"; 232 | m_reflectionMap.useMipMap = true; 233 | m_reflectionMap.autoGenerateMips = false; 234 | m_reflectionMap.filterMode = FilterMode.Trilinear; 235 | m_reflectionMap.hideFlags = HideFlags.DontSave | HideFlags.NotEditable; 236 | m_reflectionDepthMap = new RenderTexture(expectedSize, expectedSize, 0, RenderTextureFormat.RHalf, RenderTextureReadWrite.Linear); 237 | m_reflectionDepthMap.name = "PlaneReflection Full Depth"; 238 | m_reflectionDepthMap.useMipMap = false; 239 | m_reflectionDepthMap.hideFlags = HideFlags.DontSave | HideFlags.NotEditable; 240 | } 241 | } 242 | 243 | void EnsureResolveDepthHooks() { 244 | if(m_copyDepthCB == null) { 245 | m_copyDepthCB = new CommandBuffer(); 246 | m_copyDepthCB.name = "CopyResolveReflectionDepth"; 247 | m_copyDepthCB.Blit( 248 | new RenderTargetIdentifier(BuiltinRenderTextureType.None), 249 | new RenderTargetIdentifier(m_reflectionDepthMap), 250 | m_convolveMaterial, 251 | 2 252 | ); 253 | } 254 | 255 | if(m_reflectionCamera.commandBufferCount == 0) 256 | m_reflectionCamera.AddCommandBuffer(CameraEvent.AfterEverything, m_copyDepthCB); 257 | } 258 | void SetupConvolveParams(Vector3 camPos, Vector3 camRgt, Vector3 camUp, Vector3 camFwd, Matrix4x4 reflectionMatrix, Vector3 planeNormal) { 259 | camPos = reflectionMatrix.MultiplyPoint(camPos); 260 | camRgt = -ReflectVector(camRgt, planeNormal); 261 | camUp = -ReflectVector(camUp, planeNormal); 262 | camFwd = -ReflectVector(camFwd, planeNormal); 263 | 264 | var camNear = m_reflectionCamera.nearClipPlane; 265 | var camFar = m_reflectionCamera.farClipPlane; 266 | var camFov = m_reflectionCamera.fieldOfView; 267 | var camAspect = m_reflectionCamera.aspect; 268 | 269 | var frustumCorners = Matrix4x4.identity; 270 | 271 | var fovWHalf = camFov * 0.5f; 272 | var tanFov = Mathf.Tan(fovWHalf * Mathf.Deg2Rad); 273 | 274 | var toRight = camRgt * camNear * tanFov * camAspect; 275 | var toTop = camUp * camNear * tanFov; 276 | 277 | var topLeft = (camFwd * camNear - toRight + toTop); 278 | var camScale = topLeft.magnitude * camFar / camNear; 279 | 280 | topLeft.Normalize(); 281 | topLeft *= camScale; 282 | 283 | Vector3 topRight = camFwd * camNear + toRight + toTop; 284 | topRight.Normalize(); 285 | topRight *= camScale; 286 | 287 | Vector3 bottomRight = camFwd * camNear + toRight - toTop; 288 | bottomRight.Normalize(); 289 | bottomRight *= camScale; 290 | 291 | Vector3 bottomLeft = camFwd * camNear - toRight - toTop; 292 | bottomLeft.Normalize(); 293 | bottomLeft *= camScale; 294 | 295 | frustumCorners.SetRow(0, topLeft); 296 | frustumCorners.SetRow(1, topRight); 297 | frustumCorners.SetRow(2, bottomRight); 298 | frustumCorners.SetRow(3, bottomLeft); 299 | 300 | Vector4 camPos4 = new Vector4(camPos.x, camPos.y, camPos.z, 1f); 301 | m_convolveMaterial.SetMatrix("_FrustumCornersWS", frustumCorners); 302 | m_convolveMaterial.SetVector("_CameraWS", camPos4); 303 | var zparams = Vector4.zero; 304 | zparams.y = farPlaneDistance / nearPlaneDistance; 305 | zparams.x = 1f - zparams.y; 306 | zparams.z = zparams.x / farPlaneDistance; 307 | zparams.z = zparams.y / farPlaneDistance; 308 | #if UNITY_5_5_OR_NEWER 309 | //requires version>5.5b10: 310 | if(SystemInfo.usesReversedZBuffer) 311 | { 312 | zparams.y += zparams.x; 313 | zparams.x = -zparams.x; 314 | zparams.w += zparams.z; 315 | zparams.z = -zparams.z; 316 | } 317 | #endif 318 | m_convolveMaterial.SetVector("_PlaneReflectionZParams", zparams); 319 | } 320 | 321 | void Convolve(RenderTexture reflectionMap0, RenderTexture reflectionDepth) { 322 | // The simplest and most naive texture convolve the world ever saw. It sorta 323 | // gets the job done, though. 324 | 325 | var oldRT = RenderTexture.active; 326 | 327 | m_convolveMaterial.SetTexture("_CameraDepthTextureCopy", reflectionDepth); 328 | 329 | for(int i = 0, n = m_reflectionMap.width; (n >> i) > 1; ++i) 330 | ConvolveStep(i, m_reflectionMap, i, i+1); 331 | 332 | RenderTexture.active = oldRT; 333 | } 334 | 335 | void ConvolveStep(int step, RenderTexture srcMap, int srcMip, int dstMip) { 336 | var srcSize = m_reflectionMap.width >> srcMip; 337 | var tmp = RenderTexture.GetTemporary(srcSize, srcSize, 0, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); 338 | tmp.name = "PlaneReflection Half"; 339 | 340 | var power = 2048 >> dstMip; 341 | m_convolveMaterial.SetFloat("_CosPower", (float)power / 1000f); 342 | m_convolveMaterial.SetFloat("_SampleMip", (float)srcMip); 343 | m_convolveMaterial.SetFloat("_RayPinchInfluence", Mathf.Clamp01((float)step / depthRayPinchFadeSteps)); 344 | Graphics.SetRenderTarget(tmp, 0); 345 | CustomGraphicsBlit(srcMap, m_convolveMaterial, 0); 346 | 347 | m_convolveMaterial.SetFloat("_SampleMip", 0f); 348 | Graphics.SetRenderTarget(m_reflectionMap, dstMip); 349 | CustomGraphicsBlit(tmp, m_convolveMaterial, 1); 350 | 351 | RenderTexture.ReleaseTemporary(tmp); 352 | } 353 | 354 | static void CustomGraphicsBlit(RenderTexture src, Material mat, int pass) { 355 | mat.SetTexture("_MainTex", src); 356 | 357 | GL.PushMatrix(); 358 | GL.LoadOrtho(); 359 | 360 | mat.SetPass(pass); 361 | 362 | GL.Begin(GL.QUADS); 363 | 364 | GL.MultiTexCoord2(0, 0.0f, 0.0f); 365 | GL.Vertex3(0.0f, 0.0f, 3.0f); // BL 366 | 367 | GL.MultiTexCoord2(0, 1.0f, 0.0f); 368 | GL.Vertex3(1.0f, 0.0f, 2.0f); // BR 369 | 370 | GL.MultiTexCoord2(0, 1.0f, 1.0f); 371 | GL.Vertex3(1.0f, 1.0f, 1.0f); // TR 372 | 373 | GL.MultiTexCoord2(0, 0.0f, 1.0f); 374 | GL.Vertex3(0.0f, 1.0f, 0.0f); // TL 375 | 376 | GL.End(); 377 | GL.PopMatrix(); 378 | } 379 | 380 | void OnRenderObject() { 381 | if(!CheckSupport()) 382 | return; 383 | 384 | //Debug.LogFormat("OnRenderObject: {0} from camera {1} (self rendercam: {2})", name, Camera.current.name, m_renderCamera); 385 | 386 | if(Camera.current != m_renderCamera) { 387 | } else { 388 | m_renderCamera = null; 389 | } 390 | } 391 | 392 | Camera EnsureReflectionCamera(Camera renderCamera) { 393 | if(!m_reflectionCamera) { 394 | var goCam = new GameObject(string.Format("#> _Planar Reflection Camera < ({0})", name)); 395 | goCam.hideFlags = HideFlags.DontSave | HideFlags.NotEditable | HideFlags.HideInHierarchy; 396 | 397 | m_reflectionCamera = goCam.AddComponent(); 398 | m_reflectionCamera.enabled = false; 399 | } 400 | 401 | if(renderCamera) { 402 | m_reflectionCamera.CopyFrom(renderCamera); 403 | 404 | // Undo some thing we don't want copied. 405 | m_reflectionCamera.ResetProjectionMatrix(); // definitely don't want to inherit an explicit projection matrix 406 | m_reflectionCamera.renderingPath = renderingPath == RenderingPath.UsePlayerSettings ? m_renderCamera.actualRenderingPath : renderingPath; 407 | m_reflectionCamera.allowHDR = renderCamera.allowHDR; 408 | m_reflectionCamera.rect = new Rect(0f, 0f, 1f, 1f); 409 | } else { 410 | m_reflectionCamera.renderingPath = renderingPath; 411 | } 412 | m_reflectionCamera.backgroundColor = clearColor; 413 | m_reflectionCamera.clearFlags = CameraClearFlags.SolidColor; 414 | m_reflectionCamera.depthTextureMode = useDepth ? DepthTextureMode.Depth : DepthTextureMode.None; 415 | m_reflectionCamera.useOcclusionCulling = false; 416 | m_reflectionCamera.nearClipPlane = nearPlaneDistance; 417 | m_reflectionCamera.farClipPlane = farPlaneDistance + nearPlaneDistance; 418 | 419 | return m_reflectionCamera; 420 | } 421 | 422 | static Vector3 ReflectVector(Vector3 vec, Vector3 normal) { 423 | return 2f * Vector3.Dot(normal, vec) * normal - vec; 424 | } 425 | 426 | static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) { 427 | reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]); 428 | reflectionMat.m01 = ( - 2F*plane[0]*plane[1]); 429 | reflectionMat.m02 = ( - 2F*plane[0]*plane[2]); 430 | reflectionMat.m03 = ( - 2F*plane[3]*plane[0]); 431 | 432 | reflectionMat.m10 = ( - 2F*plane[1]*plane[0]); 433 | reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]); 434 | reflectionMat.m12 = ( - 2F*plane[1]*plane[2]); 435 | reflectionMat.m13 = ( - 2F*plane[3]*plane[1]); 436 | 437 | reflectionMat.m20 = ( - 2F*plane[2]*plane[0]); 438 | reflectionMat.m21 = ( - 2F*plane[2]*plane[1]); 439 | reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]); 440 | reflectionMat.m23 = ( - 2F*plane[3]*plane[2]); 441 | 442 | reflectionMat.m30 = 0F; 443 | reflectionMat.m31 = 0F; 444 | reflectionMat.m32 = 0F; 445 | reflectionMat.m33 = 1F; 446 | } 447 | 448 | 449 | public bool ssnap; 450 | Vector3 spos, sup; Quaternion srot; 451 | float sfov, snear, sfar, saspect; 452 | void OnDrawGizmos() { 453 | Gizmos.color = Color.red; 454 | var s = transform.rotation * new Vector3(0.15f, 0.05f, 0.1f); 455 | s.Set(Mathf.Abs(s.x), Mathf.Abs(s.y), s.z = Mathf.Abs(s.z)); 456 | Gizmos.DrawCube(transform.position, s); 457 | Gizmos.DrawSphere(transform.position + transform.up * 0.025f, 0.05f); 458 | 459 | if(sfov != 0f && snear != 0f && sfar != 0f) { 460 | Gizmos.DrawLine(spos, spos + sup * 0.5f); 461 | Gizmos.matrix = Matrix4x4.TRS(spos, srot, Vector3.one); 462 | Gizmos.DrawFrustum(Vector3.zero, sfov, sfar, snear, saspect); 463 | } 464 | } 465 | } 466 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/PlaneReflection/PlaneReflection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3f30ae689ef012419185bba2058de65 3 | timeCreated: 1457934806 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - convolveShader: {fileID: 4800000, guid: d9a320f83343d6045a4e3a1eb8cf4d64, type: 3} 9 | - maskShader: {fileID: 4800000, guid: 02cf5fe76e095a045ab34e6166d0ed25, type: 3} 10 | - replacementShader: {fileID: 4800000, guid: 2f07cc146ee3586409a2a0b309900203, type: 3} 11 | - m_reflectionMap: {instanceID: 0} 12 | executionOrder: 0 13 | icon: {instanceID: 0} 14 | userData: 15 | assetBundleName: 16 | assetBundleVariant: 17 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 627143b5b5c7b6048996a7c88418cac8 3 | folderAsset: yes 4 | timeCreated: 1477569063 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/AdamPlaneReflectionsStandardSpecular.shader: -------------------------------------------------------------------------------- 1 | Shader "Adam/PlaneReflections Standard (Specular setup)" 2 | { 3 | Properties 4 | { 5 | _Color("Color", Color) = (1,1,1,1) 6 | _MainTex("Albedo", 2D) = "white" {} 7 | 8 | _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 9 | 10 | _Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5 11 | _GlossMapScale("Smoothness Factor", Range(0.0, 1.0)) = 1.0 12 | [Enum(Specular Alpha,0,Albedo Alpha,1)] _SmoothnessTextureChannel ("Smoothness texture channel", Float) = 0 13 | 14 | _SpecColor("Specular", Color) = (0.2,0.2,0.2) 15 | _SpecGlossMap("Specular", 2D) = "white" {} 16 | [ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 17 | [ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 1.0 18 | 19 | _BumpScale("Scale", Float) = 1.0 20 | _BumpMap("Normal Map", 2D) = "bump" {} 21 | 22 | _Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02 23 | _ParallaxMap ("Height Map", 2D) = "black" {} 24 | 25 | _OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0 26 | _OcclusionMap("Occlusion", 2D) = "white" {} 27 | 28 | _EmissionColor("Color", Color) = (0,0,0) 29 | _EmissionMap("Emission", 2D) = "white" {} 30 | 31 | _DetailMask("Detail Mask", 2D) = "white" {} 32 | 33 | _DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {} 34 | _DetailNormalMapScale("Scale", Float) = 1.0 35 | _DetailNormalMap("Normal Map", 2D) = "bump" {} 36 | 37 | [Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0 38 | 39 | 40 | // Blending state 41 | [HideInInspector] _Mode ("__mode", Float) = 0.0 42 | [HideInInspector] _SrcBlend ("__src", Float) = 1.0 43 | [HideInInspector] _DstBlend ("__dst", Float) = 0.0 44 | [HideInInspector] _ZWrite ("__zw", Float) = 1.0 45 | 46 | //adam-begin: 47 | _PlaneReflectionIntensityScale("Plane Reflection Intensity Scale", Range(0.0, 4.0)) = 1.0 48 | _PlaneReflectionBumpScale("Plane Reflection Bump Scale", Range(0.0, 1.0)) = 0.4 49 | _PlaneReflectionBumpClamp("Plane Reflection Bump Clamp", Range(0.0, 0.15)) = 0.05 50 | //adam-end: 51 | } 52 | 53 | CGINCLUDE 54 | #define UNITY_SETUP_BRDF_INPUT SpecularSetup 55 | ENDCG 56 | 57 | SubShader 58 | { 59 | Tags { "RenderType"="Opaque" "PerformanceChecks"="False" "Special"="PlaneReflection" } 60 | LOD 300 61 | 62 | 63 | // ------------------------------------------------------------------ 64 | // Base forward pass (directional light, emission, lightmaps, ...) 65 | Pass 66 | { 67 | Name "FORWARD" 68 | Tags { "LightMode" = "ForwardBase" } 69 | 70 | Blend [_SrcBlend] [_DstBlend] 71 | ZWrite [_ZWrite] 72 | 73 | CGPROGRAM 74 | //adam-begin: 5.0 / d3d11 only (includes d3d12) 75 | #pragma target 5.0 76 | #pragma only_renderers d3d11 77 | //adam-end: 78 | 79 | // ------------------------------------- 80 | 81 | #pragma shader_feature _NORMALMAP 82 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 83 | #pragma shader_feature _EMISSION 84 | #pragma shader_feature _SPECGLOSSMAP 85 | #pragma shader_feature ___ _DETAIL_MULX2 86 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 87 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 88 | #pragma shader_feature _ _GLOSSYREFLECTIONS_OFF 89 | #pragma shader_feature _PARALLAXMAP 90 | 91 | #pragma multi_compile_fwdbase 92 | #pragma multi_compile_fog 93 | 94 | //adam-begin: 95 | #pragma multi_compile _ PLANE_REFLECTION 96 | #pragma multi_compile _ PLANE_REFLECTION_USER_CLIPPLANE 97 | uniform float4 _PlaneReflectionClipPlane; 98 | //adam-end: 99 | 100 | //adam-begin: Skip the CoreForward proxy for vertex, use custom fragment 101 | #pragma vertex vertForwardBase 102 | #pragma fragment fragForwardBasePR 103 | #include "UnityStandardCore.cginc" 104 | //adam-end: 105 | 106 | //adam-begin: Custom fragment 107 | uniform sampler2D _PlaneReflection; 108 | uniform float _PlaneReflectionIntensityScale; 109 | uniform float _PlaneReflectionBumpScale; 110 | uniform float _PlaneReflectionBumpClamp; 111 | uniform float _PlaneReflectionLodSteps; 112 | 113 | half4 fragForwardBasePR(VertexOutputForwardBase i) : SV_Target 114 | { 115 | //adam-begin: 116 | FRAGMENT_SETUP(s) 117 | //adam-end: 118 | #if UNITY_OPTIMIZE_TEXCUBELOD 119 | s.reflUVW = i.reflUVW; 120 | #endif 121 | 122 | UnityLight mainLight = MainLight(s.normalWorld); 123 | half atten = SHADOW_ATTENUATION(i); 124 | 125 | //adam-begin: 126 | half occlusion = Occlusion(i.tex.xy, i.vertexOcclusion); 127 | //adam-end: 128 | UnityGI gi = FragmentGI(s, occlusion, i.ambientOrLightmapUV, atten, mainLight); 129 | 130 | //adam-begin: 131 | #if PLANE_REFLECTION 132 | float mip = pow(1.f - s.oneMinusRoughness, 3.0 / 4.0) * _PlaneReflectionLodSteps; 133 | float2 vpos = i.pos / _ScreenParams.xy; 134 | 135 | #ifdef _NORMALMAP 136 | half3 tanNormal = NormalInTangentSpace(i.tex); 137 | vpos.xy += clamp(tanNormal.xy * _PlaneReflectionBumpScale /* * float2(-1.f, -1.f)*/, -_PlaneReflectionBumpClamp, _PlaneReflectionBumpClamp); 138 | #endif 139 | float4 lookup = float4(vpos.x, vpos.y, 0.f, mip); 140 | float4 hdrRefl = tex2Dlod(_PlaneReflection, lookup); 141 | gi.indirect.specular = hdrRefl.rgb * _PlaneReflectionIntensityScale * occlusion; 142 | #endif 143 | //adam-end: 144 | 145 | half4 c = UNITY_BRDF_PBS(s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect); 146 | c.rgb += UNITY_BRDF_GI(s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, occlusion, gi); 147 | c.rgb += Emission(i.tex.xy); 148 | 149 | UNITY_APPLY_FOG(i.fogCoord, c.rgb); 150 | return OutputForward(c, s.alpha); 151 | } 152 | 153 | ENDCG 154 | } 155 | // ------------------------------------------------------------------ 156 | // Additive forward pass (one light per pass) 157 | Pass 158 | { 159 | Name "FORWARD_DELTA" 160 | Tags { "LightMode" = "ForwardAdd" } 161 | Blend [_SrcBlend] One 162 | Fog { Color (0,0,0,0) } // in additive pass fog should be black 163 | ZWrite Off 164 | ZTest LEqual 165 | 166 | CGPROGRAM 167 | //adam-begin: 5.0 / d3d11 only (includes d3d12) 168 | #pragma target 5.0 169 | #pragma only_renderers d3d11 170 | //adam-end: 171 | 172 | // ------------------------------------- 173 | 174 | #pragma shader_feature _NORMALMAP 175 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 176 | #pragma shader_feature _SPECGLOSSMAP 177 | #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 178 | #pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF 179 | #pragma shader_feature ___ _DETAIL_MULX2 180 | #pragma shader_feature _PARALLAXMAP 181 | 182 | //adam-begin: 183 | #pragma multi_compile _ PLANE_REFLECTION_USER_CLIPPLANE 184 | uniform float4 _PlaneReflectionClipPlane; 185 | //adam-end: 186 | 187 | #pragma multi_compile_fwdadd_fullshadows 188 | #pragma multi_compile_fog 189 | 190 | #pragma vertex vertAdd 191 | #pragma fragment fragAdd 192 | #include "UnityStandardCoreForward.cginc" 193 | 194 | ENDCG 195 | } 196 | // ------------------------------------------------------------------ 197 | // Shadow rendering pass 198 | Pass { 199 | Name "ShadowCaster" 200 | Tags { "LightMode" = "ShadowCaster" } 201 | 202 | ZWrite On ZTest LEqual 203 | 204 | CGPROGRAM 205 | //adam-begin: 5.0 / d3d11 only (includes d3d12) 206 | #pragma target 5.0 207 | #pragma only_renderers d3d11 208 | //adam-end: 209 | 210 | // ------------------------------------- 211 | 212 | //adam-begin: 213 | #pragma multi_compile _ PLANE_REFLECTION_USER_CLIPPLANE 214 | uniform float4 _PlaneReflectionClipPlane; 215 | //adam-end: 216 | 217 | #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON 218 | #pragma multi_compile_shadowcaster 219 | 220 | #pragma vertex vertShadowCaster 221 | #pragma fragment fragShadowCaster 222 | 223 | #include "UnityStandardShadow.cginc" 224 | 225 | ENDCG 226 | } 227 | 228 | // ------------------------------------------------------------------ 229 | // Extracts information for lightmapping, GI (emission, albedo, ...) 230 | // This pass it not used during regular rendering. 231 | Pass 232 | { 233 | Name "META" 234 | Tags { "LightMode"="Meta" } 235 | 236 | Cull Off 237 | 238 | CGPROGRAM 239 | //adam-begin: 5.0 / d3d11 only (includes d3d12) 240 | #pragma target 5.0 241 | #pragma only_renderers d3d11 242 | //adam-end: 243 | 244 | #pragma vertex vert_meta 245 | #pragma fragment frag_meta 246 | 247 | #pragma shader_feature _EMISSION 248 | #pragma shader_feature _SPECGLOSSMAP 249 | #pragma shader_feature ___ _DETAIL_MULX2 250 | 251 | #include "UnityStandardMeta.cginc" 252 | ENDCG 253 | } 254 | } 255 | 256 | 257 | //adam-begin-end: Intentionally left out fallback sub shader until later stage. 258 | 259 | //adam-begin: 260 | FallBack "Adam/Standard (Specular setup)" 261 | CustomEditor "AdamStandardShaderGUI" 262 | //adam-end: 263 | } 264 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/AdamPlaneReflectionsStandardSpecular.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ca0df34aaf0b794d8fd1a3271cd7415 3 | timeCreated: 1443687998 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e2644bb1ab32e54da0f0560e9ea606b 3 | folderAsset: yes 4 | timeCreated: 1446535753 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/Editor/AdamStandardShaderGUI.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | using UnityEditor; 5 | 6 | //adam-begin: Name 7 | public class AdamStandardShaderGUI : ShaderGUI 8 | //adam-end: 9 | { 10 | private enum WorkflowMode 11 | { 12 | Specular, 13 | Metallic, 14 | Dielectric 15 | } 16 | 17 | public enum BlendMode 18 | { 19 | Opaque, 20 | Cutout, 21 | Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency 22 | Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply 23 | } 24 | public enum SmoothnessMapChannel 25 | { 26 | SpecularMetallicAlpha, 27 | AlbedoAlpha, 28 | } 29 | 30 | private static class Styles 31 | { 32 | public static GUIStyle optionsButton = "PaneOptions"; 33 | public static GUIContent uvSetLabel = new GUIContent("UV Set"); 34 | public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") }; 35 | 36 | public static string emptyTootip = ""; 37 | public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)"); 38 | public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff"); 39 | public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)"); 40 | public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)"); 41 | public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value"); 42 | public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor"); 43 | public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel"); 44 | //public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights"); 45 | //public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections"); 46 | public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map"); 47 | public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)"); 48 | public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)"); 49 | public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)"); 50 | public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)"); 51 | public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2"); 52 | public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map"); 53 | 54 | public static string whiteSpaceString = " "; 55 | public static string primaryMapsText = "Main Maps"; 56 | public static string secondaryMapsText = "Secondary Maps"; 57 | public static string renderingMode = "Rendering Mode"; 58 | public static GUIContent emissiveWarning = new GUIContent ("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive."); 59 | public static GUIContent emissiveColorWarning = new GUIContent ("Ensure emissive color is non-black for emission to have effect."); 60 | public static readonly string[] blendNames = Enum.GetNames (typeof (BlendMode)); 61 | } 62 | 63 | MaterialProperty blendMode = null; 64 | MaterialProperty albedoMap = null; 65 | MaterialProperty albedoColor = null; 66 | MaterialProperty alphaCutoff = null; 67 | MaterialProperty specularMap = null; 68 | MaterialProperty specularColor = null; 69 | MaterialProperty metallicMap = null; 70 | MaterialProperty metallic = null; 71 | MaterialProperty smoothness = null; 72 | MaterialProperty smoothnessScale = null; 73 | MaterialProperty smoothnessMapChannel = null; 74 | //MaterialProperty highlights = null; 75 | //MaterialProperty reflections = null; 76 | MaterialProperty bumpScale = null; 77 | MaterialProperty bumpMap = null; 78 | MaterialProperty occlusionStrength = null; 79 | //adam-begin: 80 | MaterialProperty vertexOcclusionPower = null; 81 | //adam-end: 82 | MaterialProperty occlusionMap = null; 83 | MaterialProperty heigtMapScale = null; 84 | MaterialProperty heightMap = null; 85 | MaterialProperty emissionColorForRendering = null; 86 | MaterialProperty emissionMap = null; 87 | MaterialProperty detailMask = null; 88 | MaterialProperty detailAlbedoMap = null; 89 | MaterialProperty detailNormalMapScale = null; 90 | MaterialProperty detailNormalMap = null; 91 | MaterialProperty uvSetSecondary = null; 92 | 93 | MaterialEditor m_MaterialEditor; 94 | WorkflowMode m_WorkflowMode = WorkflowMode.Specular; 95 | ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1/99f, 3f); 96 | 97 | bool m_FirstTimeApply = true; 98 | 99 | public void FindProperties (MaterialProperty[] props) 100 | { 101 | blendMode = FindProperty ("_Mode", props); 102 | albedoMap = FindProperty ("_MainTex", props); 103 | albedoColor = FindProperty ("_Color", props); 104 | alphaCutoff = FindProperty ("_Cutoff", props); 105 | specularMap = FindProperty ("_SpecGlossMap", props, false); 106 | specularColor = FindProperty ("_SpecColor", props, false); 107 | metallicMap = FindProperty ("_MetallicGlossMap", props, false); 108 | metallic = FindProperty ("_Metallic", props, false); 109 | if (specularMap != null && specularColor != null) 110 | m_WorkflowMode = WorkflowMode.Specular; 111 | else if (metallicMap != null && metallic != null) 112 | m_WorkflowMode = WorkflowMode.Metallic; 113 | else 114 | m_WorkflowMode = WorkflowMode.Dielectric; 115 | smoothness = FindProperty ("_Glossiness", props); 116 | smoothnessScale = FindProperty ("_GlossMapScale", props, false); 117 | smoothnessMapChannel = FindProperty ("_SmoothnessTextureChannel", props, false); 118 | //highlights = FindProperty ("_SpecularHighlights", props, false); 119 | //reflections = FindProperty ("_GlossyReflections", props, false); 120 | bumpScale = FindProperty ("_BumpScale", props); 121 | bumpMap = FindProperty ("_BumpMap", props); 122 | heigtMapScale = FindProperty ("_Parallax", props); 123 | heightMap = FindProperty("_ParallaxMap", props); 124 | occlusionStrength = FindProperty ("_OcclusionStrength", props); 125 | //adam-begin: 126 | vertexOcclusionPower = FindProperty("_VertexOcclusionPower", props, false); 127 | //adam-end: 128 | occlusionMap = FindProperty ("_OcclusionMap", props); 129 | emissionColorForRendering = FindProperty ("_EmissionColor", props); 130 | emissionMap = FindProperty ("_EmissionMap", props); 131 | detailMask = FindProperty ("_DetailMask", props); 132 | detailAlbedoMap = FindProperty ("_DetailAlbedoMap", props); 133 | detailNormalMapScale = FindProperty ("_DetailNormalMapScale", props); 134 | detailNormalMap = FindProperty ("_DetailNormalMap", props); 135 | uvSetSecondary = FindProperty ("_UVSec", props); 136 | } 137 | 138 | public override void OnGUI (MaterialEditor materialEditor, MaterialProperty[] props) 139 | { 140 | FindProperties (props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly 141 | m_MaterialEditor = materialEditor; 142 | Material material = materialEditor.target as Material; 143 | 144 | //adam-begin: Pass props 145 | ShaderPropertiesGUI (material, props); 146 | //adam-end: 147 | 148 | // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing 149 | // material to a standard shader. 150 | if (m_FirstTimeApply) 151 | { 152 | MaterialChanged(material, m_WorkflowMode); 153 | m_FirstTimeApply = false; 154 | } 155 | } 156 | 157 | //adam-begin: Pass props 158 | public void ShaderPropertiesGUI (Material material, MaterialProperty[] props) 159 | //adam-end: 160 | { 161 | // Use default labelWidth 162 | EditorGUIUtility.labelWidth = 0f; 163 | 164 | // Detect any changes to the material 165 | EditorGUI.BeginChangeCheck(); 166 | { 167 | BlendModePopup(); 168 | 169 | // Primary properties 170 | GUILayout.Label (Styles.primaryMapsText, EditorStyles.boldLabel); 171 | DoAlbedoArea(material); 172 | DoSpecularMetallicArea(); 173 | m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null); 174 | m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null); 175 | //adam-begin: always show occlusion strength. show extra slider for VAO power 176 | m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionStrength); 177 | if(vertexOcclusionPower != null) 178 | m_MaterialEditor.ShaderProperty(vertexOcclusionPower, "Vertex Occlusion Power"); 179 | //adam-end: 180 | DoEmissionArea(material); 181 | m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask); 182 | EditorGUI.BeginChangeCheck(); 183 | m_MaterialEditor.TextureScaleOffsetProperty(albedoMap); 184 | if (EditorGUI.EndChangeCheck()) 185 | emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake 186 | 187 | EditorGUILayout.Space(); 188 | 189 | // Secondary properties 190 | GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel); 191 | m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap); 192 | m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale); 193 | m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap); 194 | m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text); 195 | 196 | //adam-begin: Custom Stuff 197 | DoCustomPlaneReflection(material, m_MaterialEditor, props); 198 | //adam-end: 199 | } 200 | if (EditorGUI.EndChangeCheck()) 201 | { 202 | foreach (var obj in blendMode.targets) 203 | MaterialChanged((Material)obj, m_WorkflowMode); 204 | } 205 | } 206 | 207 | //adam-begin: Custom Stuff 208 | static void DoCustomPlaneReflection(Material material, MaterialEditor materialEditor, MaterialProperty[] props) { 209 | if(FindProperty("_PlaneReflectionBumpScale", props, false) == null) 210 | return; 211 | 212 | EditorGUILayout.Space(); 213 | GUILayout.Label ("Plane Reflection Stuff", EditorStyles.boldLabel); 214 | ImmediateProperty("_PlaneReflectionIntensityScale", materialEditor, props); 215 | ImmediateProperty("_PlaneReflectionBumpScale", materialEditor, props); 216 | ImmediateProperty("_PlaneReflectionBumpClamp", materialEditor, props); 217 | } 218 | 219 | static void ImmediateProperty(string name, MaterialEditor materialEditor, MaterialProperty[] props) { 220 | var p = FindProperty(name, props, false); 221 | if(p != null) 222 | materialEditor.ShaderProperty(p, p.displayName); 223 | } 224 | //adam-end: 225 | 226 | internal void DetermineWorkflow(MaterialProperty[] props) 227 | { 228 | if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null) 229 | m_WorkflowMode = WorkflowMode.Specular; 230 | else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null) 231 | m_WorkflowMode = WorkflowMode.Metallic; 232 | else 233 | m_WorkflowMode = WorkflowMode.Dielectric; 234 | } 235 | 236 | public override void AssignNewShaderToMaterial (Material material, Shader oldShader, Shader newShader) 237 | { 238 | // _Emission property is lost after assigning Standard shader to the material 239 | // thus transfer it before assigning the new shader 240 | if (material.HasProperty("_Emission")) 241 | { 242 | material.SetColor("_EmissionColor", material.GetColor("_Emission")); 243 | } 244 | 245 | base.AssignNewShaderToMaterial(material, oldShader, newShader); 246 | 247 | if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/")) 248 | return; 249 | 250 | BlendMode blendMode = BlendMode.Opaque; 251 | if (oldShader.name.Contains("/Transparent/Cutout/")) 252 | { 253 | blendMode = BlendMode.Cutout; 254 | } 255 | else if (oldShader.name.Contains("/Transparent/")) 256 | { 257 | // NOTE: legacy shaders did not provide physically based transparency 258 | // therefore Fade mode 259 | blendMode = BlendMode.Fade; 260 | } 261 | material.SetFloat("_Mode", (float)blendMode); 262 | 263 | DetermineWorkflow( MaterialEditor.GetMaterialProperties (new Material[] { material }) ); 264 | MaterialChanged(material, m_WorkflowMode); 265 | } 266 | 267 | void BlendModePopup() 268 | { 269 | EditorGUI.showMixedValue = blendMode.hasMixedValue; 270 | var mode = (BlendMode)blendMode.floatValue; 271 | 272 | EditorGUI.BeginChangeCheck(); 273 | mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames); 274 | if (EditorGUI.EndChangeCheck()) 275 | { 276 | m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode"); 277 | blendMode.floatValue = (float)mode; 278 | } 279 | 280 | EditorGUI.showMixedValue = false; 281 | } 282 | 283 | void DoAlbedoArea(Material material) 284 | { 285 | m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor); 286 | if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout)) 287 | { 288 | m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel+1); 289 | } 290 | } 291 | 292 | void DoEmissionArea(Material material) 293 | { 294 | bool showHelpBox = !HasValidEmissiveKeyword(material); 295 | 296 | bool hadEmissionTexture = emissionMap.textureValue != null; 297 | 298 | // Texture and HDR color controls 299 | m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false); 300 | 301 | // If texture was assigned and color was black set color to white 302 | float brightness = emissionColorForRendering.colorValue.maxColorComponent; 303 | if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f) 304 | emissionColorForRendering.colorValue = Color.white; 305 | 306 | // Emission for GI? 307 | m_MaterialEditor.LightmapEmissionProperty (MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1); 308 | 309 | if (showHelpBox) 310 | { 311 | EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning); 312 | } 313 | } 314 | 315 | void DoSpecularMetallicArea() 316 | { 317 | bool hasGlossMap = false; 318 | if (m_WorkflowMode == WorkflowMode.Specular) 319 | { 320 | hasGlossMap = specularMap.textureValue != null; 321 | m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor); 322 | } 323 | else if (m_WorkflowMode == WorkflowMode.Metallic) 324 | { 325 | hasGlossMap = metallicMap.textureValue != null; 326 | m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic); 327 | } 328 | 329 | bool showSmoothnessScale = hasGlossMap; 330 | if (smoothnessMapChannel != null) 331 | { 332 | int smoothnessChannel = (int) smoothnessMapChannel.floatValue; 333 | if (smoothnessChannel == (int) SmoothnessMapChannel.AlbedoAlpha) 334 | showSmoothnessScale = true; 335 | } 336 | 337 | int indentation = 2; // align with labels of texture properties 338 | m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation); 339 | 340 | ++indentation; 341 | if (smoothnessMapChannel != null) 342 | m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation); 343 | } 344 | 345 | public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode) 346 | { 347 | switch (blendMode) 348 | { 349 | case BlendMode.Opaque: 350 | material.SetOverrideTag("RenderType", ""); 351 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); 352 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); 353 | material.SetInt("_ZWrite", 1); 354 | material.DisableKeyword("_ALPHATEST_ON"); 355 | material.DisableKeyword("_ALPHABLEND_ON"); 356 | material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); 357 | material.renderQueue = -1; 358 | break; 359 | case BlendMode.Cutout: 360 | material.SetOverrideTag("RenderType", "TransparentCutout"); 361 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); 362 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); 363 | material.SetInt("_ZWrite", 1); 364 | material.EnableKeyword("_ALPHATEST_ON"); 365 | material.DisableKeyword("_ALPHABLEND_ON"); 366 | material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); 367 | material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; 368 | break; 369 | case BlendMode.Fade: 370 | material.SetOverrideTag("RenderType", "Transparent"); 371 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); 372 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); 373 | material.SetInt("_ZWrite", 0); 374 | material.DisableKeyword("_ALPHATEST_ON"); 375 | material.EnableKeyword("_ALPHABLEND_ON"); 376 | material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); 377 | material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; 378 | break; 379 | case BlendMode.Transparent: 380 | material.SetOverrideTag("RenderType", "Transparent"); 381 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); 382 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); 383 | material.SetInt("_ZWrite", 0); 384 | material.DisableKeyword("_ALPHATEST_ON"); 385 | material.DisableKeyword("_ALPHABLEND_ON"); 386 | material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); 387 | material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent; 388 | break; 389 | } 390 | } 391 | 392 | static SmoothnessMapChannel GetSmoothnessMapChannel(Material material) 393 | { 394 | int ch = (int) material.GetFloat("_SmoothnessTextureChannel"); 395 | if (ch == (int) SmoothnessMapChannel.AlbedoAlpha) 396 | return SmoothnessMapChannel.AlbedoAlpha; 397 | else 398 | return SmoothnessMapChannel.SpecularMetallicAlpha; 399 | } 400 | 401 | static bool ShouldEmissionBeEnabled(Material mat, Color color) 402 | { 403 | var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0; 404 | return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission; 405 | } 406 | 407 | static void SetMaterialKeywords(Material material, WorkflowMode workflowMode) 408 | { 409 | // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation 410 | // (MaterialProperty value might come from renderer material property block) 411 | SetKeyword (material, "_NORMALMAP", material.GetTexture ("_BumpMap") || material.GetTexture ("_DetailNormalMap")); 412 | if (workflowMode == WorkflowMode.Specular) 413 | SetKeyword (material, "_SPECGLOSSMAP", material.GetTexture ("_SpecGlossMap")); 414 | else if (workflowMode == WorkflowMode.Metallic) 415 | SetKeyword (material, "_METALLICGLOSSMAP", material.GetTexture ("_MetallicGlossMap")); 416 | SetKeyword (material, "_PARALLAXMAP", material.GetTexture ("_ParallaxMap")); 417 | SetKeyword (material, "_DETAIL_MULX2", material.GetTexture ("_DetailAlbedoMap") || material.GetTexture ("_DetailNormalMap")); 418 | 419 | bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled (material, material.GetColor("_EmissionColor")); 420 | SetKeyword (material, "_EMISSION", shouldEmissionBeEnabled); 421 | 422 | if (material.HasProperty("_SmoothnessTextureChannel")) 423 | { 424 | SetKeyword (material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha); 425 | } 426 | 427 | // Setup lightmap emissive flags 428 | MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags; 429 | if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0) 430 | { 431 | flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack; 432 | if (!shouldEmissionBeEnabled) 433 | flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack; 434 | 435 | material.globalIlluminationFlags = flags; 436 | } 437 | } 438 | 439 | bool HasValidEmissiveKeyword (Material material) 440 | { 441 | // Material animation might be out of sync with the material keyword. 442 | // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning. 443 | // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering)) 444 | bool hasEmissionKeyword = material.IsKeywordEnabled ("_EMISSION"); 445 | if (!hasEmissionKeyword && ShouldEmissionBeEnabled (material, emissionColorForRendering.colorValue)) 446 | return false; 447 | else 448 | return true; 449 | } 450 | 451 | static void MaterialChanged(Material material, WorkflowMode workflowMode) 452 | { 453 | SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode")); 454 | 455 | SetMaterialKeywords(material, workflowMode); 456 | } 457 | 458 | static void SetKeyword(Material m, string keyword, bool state) 459 | { 460 | if (state) 461 | m.EnableKeyword (keyword); 462 | else 463 | m.DisableKeyword (keyword); 464 | } 465 | } 466 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/Editor/AdamStandardShaderGUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 04359dff842c9ee44b5d997b8894fb0f 3 | timeCreated: 1446535756 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/UnityStandardCore.cginc: -------------------------------------------------------------------------------- 1 | #ifndef UNITY_STANDARD_CORE_INCLUDED 2 | #define UNITY_STANDARD_CORE_INCLUDED 3 | 4 | #include "UnityCG.cginc" 5 | #include "UnityShaderVariables.cginc" 6 | #include "UnityInstancing.cginc" 7 | #include "UnityStandardConfig.cginc" 8 | #include "UnityStandardInput.cginc" 9 | #include "UnityPBSLighting.cginc" 10 | #include "UnityStandardUtils.cginc" 11 | #include "UnityStandardBRDF.cginc" 12 | 13 | #include "AutoLight.cginc" 14 | 15 | 16 | //------------------------------------------------------------------------------------- 17 | // counterpart for NormalizePerPixelNormal 18 | // skips normalization per-vertex and expects normalization to happen per-pixel 19 | half3 NormalizePerVertexNormal (float3 n) // takes float to avoid overflow 20 | { 21 | #if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE 22 | return normalize(n); 23 | #else 24 | return n; // will normalize per-pixel instead 25 | #endif 26 | } 27 | 28 | half3 NormalizePerPixelNormal (half3 n) 29 | { 30 | #if (SHADER_TARGET < 30) || UNITY_STANDARD_SIMPLE 31 | return n; 32 | #else 33 | return normalize(n); 34 | #endif 35 | } 36 | 37 | //------------------------------------------------------------------------------------- 38 | UnityLight MainLight (half3 normalWorld) 39 | { 40 | UnityLight l; 41 | #ifdef LIGHTMAP_OFF 42 | 43 | l.color = _LightColor0.rgb; 44 | l.dir = _WorldSpaceLightPos0.xyz; 45 | l.ndotl = LambertTerm (normalWorld, l.dir); 46 | #else 47 | // no light specified by the engine 48 | // analytical light might be extracted from Lightmap data later on in the shader depending on the Lightmap type 49 | l.color = half3(0.f, 0.f, 0.f); 50 | l.ndotl = 0.f; 51 | l.dir = half3(0.f, 0.f, 0.f); 52 | #endif 53 | 54 | return l; 55 | } 56 | 57 | UnityLight AdditiveLight (half3 normalWorld, half3 lightDir, half atten) 58 | { 59 | UnityLight l; 60 | 61 | l.color = _LightColor0.rgb; 62 | l.dir = lightDir; 63 | #ifndef USING_DIRECTIONAL_LIGHT 64 | l.dir = NormalizePerPixelNormal(l.dir); 65 | #endif 66 | l.ndotl = LambertTerm (normalWorld, l.dir); 67 | 68 | // shadow the light 69 | l.color *= atten; 70 | return l; 71 | } 72 | 73 | UnityLight DummyLight (half3 normalWorld) 74 | { 75 | UnityLight l; 76 | l.color = 0; 77 | l.dir = half3 (0,1,0); 78 | l.ndotl = LambertTerm (normalWorld, l.dir); 79 | return l; 80 | } 81 | 82 | UnityIndirect ZeroIndirect () 83 | { 84 | UnityIndirect ind; 85 | ind.diffuse = 0; 86 | ind.specular = 0; 87 | return ind; 88 | } 89 | 90 | //------------------------------------------------------------------------------------- 91 | // Common fragment setup 92 | 93 | // deprecated 94 | half3 WorldNormal(half4 tan2world[3]) 95 | { 96 | return normalize(tan2world[2].xyz); 97 | } 98 | 99 | // deprecated 100 | #ifdef _TANGENT_TO_WORLD 101 | half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3]) 102 | { 103 | half3 t = tan2world[0].xyz; 104 | half3 b = tan2world[1].xyz; 105 | half3 n = tan2world[2].xyz; 106 | 107 | #if UNITY_TANGENT_ORTHONORMALIZE 108 | n = NormalizePerPixelNormal(n); 109 | 110 | // ortho-normalize Tangent 111 | t = normalize (t - n * dot(t, n)); 112 | 113 | // recalculate Binormal 114 | half3 newB = cross(n, t); 115 | b = newB * sign (dot (newB, b)); 116 | #endif 117 | 118 | return half3x3(t, b, n); 119 | } 120 | #else 121 | half3x3 ExtractTangentToWorldPerPixel(half4 tan2world[3]) 122 | { 123 | return half3x3(0,0,0,0,0,0,0,0,0); 124 | } 125 | #endif 126 | 127 | half3 PerPixelWorldNormal(float4 i_tex, half4 tangentToWorld[3]) 128 | { 129 | #ifdef _NORMALMAP 130 | half3 tangent = tangentToWorld[0].xyz; 131 | half3 binormal = tangentToWorld[1].xyz; 132 | half3 normal = tangentToWorld[2].xyz; 133 | 134 | #if UNITY_TANGENT_ORTHONORMALIZE 135 | normal = NormalizePerPixelNormal(normal); 136 | 137 | // ortho-normalize Tangent 138 | tangent = normalize (tangent - normal * dot(tangent, normal)); 139 | 140 | // recalculate Binormal 141 | half3 newB = cross(normal, tangent); 142 | binormal = newB * sign (dot (newB, binormal)); 143 | #endif 144 | 145 | half3 normalTangent = NormalInTangentSpace(i_tex); 146 | half3 normalWorld = NormalizePerPixelNormal(tangent * normalTangent.x + binormal * normalTangent.y + normal * normalTangent.z); // @TODO: see if we can squeeze this normalize on SM2.0 as well 147 | #else 148 | half3 normalWorld = normalize(tangentToWorld[2].xyz); 149 | #endif 150 | return normalWorld; 151 | } 152 | 153 | #ifdef _PARALLAXMAP 154 | #define IN_VIEWDIR4PARALLAX(i) NormalizePerPixelNormal(half3(i.tangentToWorldAndParallax[0].w,i.tangentToWorldAndParallax[1].w,i.tangentToWorldAndParallax[2].w)) 155 | #define IN_VIEWDIR4PARALLAX_FWDADD(i) NormalizePerPixelNormal(i.viewDirForParallax.xyz) 156 | #else 157 | #define IN_VIEWDIR4PARALLAX(i) half3(0,0,0) 158 | #define IN_VIEWDIR4PARALLAX_FWDADD(i) half3(0,0,0) 159 | #endif 160 | 161 | //adam-begin: 162 | #if 1 //UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME || defined(_SKINNED_MESH) 163 | //adam-end: 164 | #define IN_WORLDPOS(i) i.posWorld 165 | #else 166 | #define IN_WORLDPOS(i) half3(0,0,0) 167 | #endif 168 | 169 | #define IN_LIGHTDIR_FWDADD(i) half3(i.tangentToWorldAndLightDir[0].w, i.tangentToWorldAndLightDir[1].w, i.tangentToWorldAndLightDir[2].w) 170 | 171 | #define FRAGMENT_SETUP(x) FragmentCommonData x = \ 172 | FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX(i), i.tangentToWorldAndParallax, IN_WORLDPOS(i)); 173 | 174 | #define FRAGMENT_SETUP_FWDADD(x) FragmentCommonData x = \ 175 | FragmentSetup(i.tex, i.eyeVec, IN_VIEWDIR4PARALLAX_FWDADD(i), i.tangentToWorldAndLightDir, half3(0,0,0)); 176 | 177 | struct FragmentCommonData 178 | { 179 | half3 diffColor, specColor; 180 | // Note: oneMinusRoughness & oneMinusReflectivity for optimization purposes, mostly for DX9 SM2.0 level. 181 | // Most of the math is being done on these (1-x) values, and that saves a few precious ALU slots. 182 | half oneMinusReflectivity, oneMinusRoughness; 183 | half3 normalWorld, eyeVec, posWorld; 184 | half alpha; 185 | 186 | #if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE 187 | half3 reflUVW; 188 | #endif 189 | 190 | #if UNITY_STANDARD_SIMPLE 191 | half3 tangentSpaceNormal; 192 | #endif 193 | }; 194 | 195 | #ifndef UNITY_SETUP_BRDF_INPUT 196 | #define UNITY_SETUP_BRDF_INPUT SpecularSetup 197 | #endif 198 | 199 | inline FragmentCommonData SpecularSetup (float4 i_tex) 200 | { 201 | half4 specGloss = SpecularGloss(i_tex.xy); 202 | half3 specColor = specGloss.rgb; 203 | half oneMinusRoughness = specGloss.a; 204 | 205 | half oneMinusReflectivity; 206 | half3 diffColor = EnergyConservationBetweenDiffuseAndSpecular (Albedo(i_tex), specColor, /*out*/ oneMinusReflectivity); 207 | 208 | FragmentCommonData o = (FragmentCommonData)0; 209 | o.diffColor = diffColor; 210 | o.specColor = specColor; 211 | o.oneMinusReflectivity = oneMinusReflectivity; 212 | o.oneMinusRoughness = oneMinusRoughness; 213 | return o; 214 | } 215 | 216 | //inline FragmentCommonData MetallicSetup (float4 i_tex) 217 | //{ 218 | // half2 metallicGloss = MetallicGloss(i_tex.xy); 219 | // half metallic = metallicGloss.x; 220 | // half oneMinusRoughness = metallicGloss.y; // this is 1 minus the square root of real roughness m. 221 | // 222 | // half oneMinusReflectivity; 223 | // half3 specColor; 224 | // half3 diffColor = DiffuseAndSpecularFromMetallic (Albedo(i_tex), metallic, /*out*/ specColor, /*out*/ oneMinusReflectivity); 225 | // 226 | // FragmentCommonData o = (FragmentCommonData)0; 227 | // o.diffColor = diffColor; 228 | // o.specColor = specColor; 229 | // o.oneMinusReflectivity = oneMinusReflectivity; 230 | // o.oneMinusRoughness = oneMinusRoughness; 231 | // return o; 232 | //} 233 | 234 | inline FragmentCommonData FragmentSetup (float4 i_tex, half3 i_eyeVec, half3 i_viewDirForParallax, half4 tangentToWorld[3], half3 i_posWorld) 235 | { 236 | i_tex = Parallax(i_tex, i_viewDirForParallax); 237 | 238 | half alpha = Alpha(i_tex.xy); 239 | #if defined(_ALPHATEST_ON) 240 | clip (alpha - _Cutoff); 241 | #endif 242 | 243 | FragmentCommonData o = UNITY_SETUP_BRDF_INPUT (i_tex); 244 | o.normalWorld = PerPixelWorldNormal(i_tex, tangentToWorld); 245 | o.eyeVec = NormalizePerPixelNormal(i_eyeVec); 246 | o.posWorld = i_posWorld; 247 | 248 | // NOTE: shader relies on pre-multiply alpha-blend (_SrcBlend = One, _DstBlend = OneMinusSrcAlpha) 249 | o.diffColor = PreMultiplyAlpha (o.diffColor, alpha, o.oneMinusReflectivity, /*out*/ o.alpha); 250 | return o; 251 | } 252 | 253 | inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light, bool reflections) 254 | { 255 | UnityGIInput d; 256 | d.light = light; 257 | d.worldPos = s.posWorld; 258 | d.worldViewDir = -s.eyeVec; 259 | d.atten = atten; 260 | #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) 261 | d.ambient = 0; 262 | d.lightmapUV = i_ambientOrLightmapUV; 263 | #else 264 | d.ambient = i_ambientOrLightmapUV.rgb; 265 | d.lightmapUV = 0; 266 | #endif 267 | d.boxMax[0] = unity_SpecCube0_BoxMax; 268 | d.boxMin[0] = unity_SpecCube0_BoxMin; 269 | d.probePosition[0] = unity_SpecCube0_ProbePosition; 270 | d.probeHDR[0] = unity_SpecCube0_HDR; 271 | 272 | d.boxMax[1] = unity_SpecCube1_BoxMax; 273 | d.boxMin[1] = unity_SpecCube1_BoxMin; 274 | d.probePosition[1] = unity_SpecCube1_ProbePosition; 275 | d.probeHDR[1] = unity_SpecCube1_HDR; 276 | 277 | if(reflections) 278 | { 279 | Unity_GlossyEnvironmentData g; 280 | g.roughness = 1 - s.oneMinusRoughness; 281 | #if UNITY_OPTIMIZE_TEXCUBELOD || UNITY_STANDARD_SIMPLE 282 | g.reflUVW = s.reflUVW; 283 | #else 284 | g.reflUVW = reflect(s.eyeVec, s.normalWorld); 285 | #endif 286 | 287 | return UnityGlobalIllumination (d, occlusion, s.normalWorld, g); 288 | } 289 | else 290 | { 291 | return UnityGlobalIllumination (d, occlusion, s.normalWorld); 292 | } 293 | } 294 | 295 | inline UnityGI FragmentGI (FragmentCommonData s, half occlusion, half4 i_ambientOrLightmapUV, half atten, UnityLight light) 296 | { 297 | return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, true); 298 | } 299 | 300 | 301 | //------------------------------------------------------------------------------------- 302 | half4 OutputForward (half4 output, half alphaFromSurface) 303 | { 304 | #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) 305 | output.a = alphaFromSurface; 306 | #else 307 | UNITY_OPAQUE_ALPHA(output.a); 308 | #endif 309 | return output; 310 | } 311 | 312 | inline half4 VertexGIForward(VertexInput v, float3 posWorld, half3 normalWorld) 313 | { 314 | half4 ambientOrLightmapUV = 0; 315 | // Static lightmaps 316 | #ifndef LIGHTMAP_OFF 317 | ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; 318 | ambientOrLightmapUV.zw = 0; 319 | // Sample light probe for Dynamic objects only (no static or dynamic lightmaps) 320 | #elif UNITY_SHOULD_SAMPLE_SH 321 | #ifdef VERTEXLIGHT_ON 322 | // Approximated illumination from non-important point lights 323 | ambientOrLightmapUV.rgb = Shade4PointLights ( 324 | unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, 325 | unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, 326 | unity_4LightAtten0, posWorld, normalWorld); 327 | #endif 328 | 329 | ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, ambientOrLightmapUV.rgb); 330 | #endif 331 | 332 | #ifdef DYNAMICLIGHTMAP_ON 333 | ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; 334 | #endif 335 | 336 | return ambientOrLightmapUV; 337 | } 338 | 339 | // ------------------------------------------------------------------ 340 | // Base forward pass (directional light, emission, lightmaps, ...) 341 | 342 | struct VertexOutputForwardBase 343 | { 344 | float4 pos : SV_POSITION; 345 | float4 tex : TEXCOORD0; 346 | half3 eyeVec : TEXCOORD1; 347 | half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax] 348 | half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UV 349 | SHADOW_COORDS(6) 350 | UNITY_FOG_COORDS(7) 351 | 352 | // next ones would not fit into SM2.0 limits, but they are always for SM3.0+ 353 | //adam-begin: 354 | #if 1 //UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME 355 | //adam-end: 356 | float3 posWorld : TEXCOORD8; 357 | #endif 358 | 359 | #if UNITY_OPTIMIZE_TEXCUBELOD 360 | #if UNITY_SPECCUBE_BOX_PROJECTION 361 | half3 reflUVW : TEXCOORD9; 362 | #else 363 | half3 reflUVW : TEXCOORD8; 364 | #endif 365 | #endif 366 | 367 | //adam-begin: shader additions 368 | half vertexOcclusion : TEXCOORD10; 369 | #if PLANE_REFLECTION_USER_CLIPPLANE 370 | float clipDistance : SV_ClipDistance; 371 | #endif 372 | //adam-end: 373 | }; 374 | 375 | VertexOutputForwardBase vertForwardBase (VertexInput v) 376 | { 377 | UNITY_SETUP_INSTANCE_ID(v); 378 | VertexOutputForwardBase o; 379 | UNITY_INITIALIZE_OUTPUT(VertexOutputForwardBase, o); 380 | 381 | float4 posWorld = mul(unity_ObjectToWorld, v.vertex); 382 | //adam-begin: 383 | #if 1 //UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME 384 | o.posWorld = posWorld.xyz; 385 | #endif 386 | //adam-end: 387 | o.pos = UnityObjectToClipPos(v.vertex); 388 | o.tex = TexCoords(v); 389 | o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); 390 | float3 normalWorld = UnityObjectToWorldNormal(v.normal); 391 | #ifdef _TANGENT_TO_WORLD 392 | float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); 393 | 394 | float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); 395 | o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0]; 396 | o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1]; 397 | o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2]; 398 | #else 399 | o.tangentToWorldAndParallax[0].xyz = 0; 400 | o.tangentToWorldAndParallax[1].xyz = 0; 401 | o.tangentToWorldAndParallax[2].xyz = normalWorld; 402 | #endif 403 | //We need this for shadow receving 404 | TRANSFER_SHADOW(o); 405 | 406 | o.ambientOrLightmapUV = VertexGIForward(v, posWorld, normalWorld); 407 | 408 | #ifdef _PARALLAXMAP 409 | TANGENT_SPACE_ROTATION; 410 | half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); 411 | o.tangentToWorldAndParallax[0].w = viewDirForParallax.x; 412 | o.tangentToWorldAndParallax[1].w = viewDirForParallax.y; 413 | o.tangentToWorldAndParallax[2].w = viewDirForParallax.z; 414 | #endif 415 | 416 | #if UNITY_OPTIMIZE_TEXCUBELOD 417 | o.reflUVW = reflect(o.eyeVec, normalWorld); 418 | #endif 419 | 420 | //adam-begin: shader additions 421 | o.vertexOcclusion = v.color.a; 422 | #if PLANE_REFLECTION_USER_CLIPPLANE 423 | o.clipDistance = dot(posWorld, _PlaneReflectionClipPlane); 424 | #endif 425 | //adam-end: 426 | 427 | UNITY_TRANSFER_FOG(o,o.pos); 428 | return o; 429 | } 430 | 431 | half4 fragForwardBaseInternal (VertexOutputForwardBase i) 432 | { 433 | FRAGMENT_SETUP(s) 434 | #if UNITY_OPTIMIZE_TEXCUBELOD 435 | s.reflUVW = i.reflUVW; 436 | #endif 437 | 438 | UnityLight mainLight = MainLight (s.normalWorld); 439 | half atten = SHADOW_ATTENUATION(i); 440 | 441 | //adam-begin: pass vertex occlusion to occlusion input function 442 | half occlusion = Occlusion(i.tex.xy, i.vertexOcclusion); 443 | //adam-end: 444 | 445 | UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, mainLight); 446 | 447 | half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect); 448 | c.rgb += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, occlusion, gi); 449 | c.rgb += Emission(i.tex.xy); 450 | 451 | UNITY_APPLY_FOG(i.fogCoord, c.rgb); 452 | return OutputForward (c, s.alpha); 453 | } 454 | 455 | half4 fragForwardBase (VertexOutputForwardBase i) : SV_Target // backward compatibility (this used to be the fragment entry function) 456 | { 457 | return fragForwardBaseInternal(i); 458 | } 459 | 460 | // ------------------------------------------------------------------ 461 | // Additive forward pass (one light per pass) 462 | 463 | struct VertexOutputForwardAdd 464 | { 465 | float4 pos : SV_POSITION; 466 | float4 tex : TEXCOORD0; 467 | half3 eyeVec : TEXCOORD1; 468 | half4 tangentToWorldAndLightDir[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:lightDir] 469 | LIGHTING_COORDS(5,6) 470 | UNITY_FOG_COORDS(7) 471 | 472 | // next ones would not fit into SM2.0 limits, but they are always for SM3.0+ 473 | #if defined(_PARALLAXMAP) 474 | half3 viewDirForParallax : TEXCOORD8; 475 | #endif 476 | 477 | //adam-begin: 478 | #if PLANE_REFLECTION_USER_CLIPPLANE 479 | float clipDistance : SV_ClipDistance; 480 | #endif 481 | //adam-end: 482 | }; 483 | 484 | VertexOutputForwardAdd vertForwardAdd (VertexInput v) 485 | { 486 | VertexOutputForwardAdd o; 487 | UNITY_INITIALIZE_OUTPUT(VertexOutputForwardAdd, o); 488 | 489 | float4 posWorld = mul(unity_ObjectToWorld, v.vertex); 490 | o.pos = UnityObjectToClipPos(v.vertex); 491 | o.tex = TexCoords(v); 492 | o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); 493 | float3 normalWorld = UnityObjectToWorldNormal(v.normal); 494 | #ifdef _TANGENT_TO_WORLD 495 | float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); 496 | 497 | float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); 498 | o.tangentToWorldAndLightDir[0].xyz = tangentToWorld[0]; 499 | o.tangentToWorldAndLightDir[1].xyz = tangentToWorld[1]; 500 | o.tangentToWorldAndLightDir[2].xyz = tangentToWorld[2]; 501 | #else 502 | o.tangentToWorldAndLightDir[0].xyz = 0; 503 | o.tangentToWorldAndLightDir[1].xyz = 0; 504 | o.tangentToWorldAndLightDir[2].xyz = normalWorld; 505 | #endif 506 | //We need this for shadow receiving 507 | TRANSFER_VERTEX_TO_FRAGMENT(o); 508 | 509 | float3 lightDir = _WorldSpaceLightPos0.xyz - posWorld.xyz * _WorldSpaceLightPos0.w; 510 | #ifndef USING_DIRECTIONAL_LIGHT 511 | lightDir = NormalizePerVertexNormal(lightDir); 512 | #endif 513 | o.tangentToWorldAndLightDir[0].w = lightDir.x; 514 | o.tangentToWorldAndLightDir[1].w = lightDir.y; 515 | o.tangentToWorldAndLightDir[2].w = lightDir.z; 516 | 517 | #ifdef _PARALLAXMAP 518 | TANGENT_SPACE_ROTATION; 519 | o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); 520 | #endif 521 | 522 | //adam-begin: 523 | #if PLANE_REFLECTION_USER_CLIPPLANE 524 | o.clipDistance = dot(posWorld, _PlaneReflectionClipPlane); 525 | #endif 526 | //adam-end: 527 | 528 | UNITY_TRANSFER_FOG(o,o.pos); 529 | return o; 530 | } 531 | 532 | half4 fragForwardAddInternal (VertexOutputForwardAdd i) 533 | { 534 | FRAGMENT_SETUP_FWDADD(s) 535 | 536 | UnityLight light = AdditiveLight (s.normalWorld, IN_LIGHTDIR_FWDADD(i), LIGHT_ATTENUATION(i)); 537 | UnityIndirect noIndirect = ZeroIndirect (); 538 | 539 | half4 c = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, light, noIndirect); 540 | 541 | UNITY_APPLY_FOG_COLOR(i.fogCoord, c.rgb, half4(0,0,0,0)); // fog towards black in additive pass 542 | return OutputForward (c, s.alpha); 543 | } 544 | 545 | half4 fragForwardAdd (VertexOutputForwardAdd i) : SV_Target // backward compatibility (this used to be the fragment entry function) 546 | { 547 | return fragForwardAddInternal(i); 548 | } 549 | 550 | // ------------------------------------------------------------------ 551 | // Deferred pass 552 | 553 | struct VertexOutputDeferred 554 | { 555 | float4 pos : SV_POSITION; 556 | float4 tex : TEXCOORD0; 557 | half3 eyeVec : TEXCOORD1; 558 | half4 tangentToWorldAndParallax[3] : TEXCOORD2; // [3x3:tangentToWorld | 1x3:viewDirForParallax] 559 | half4 ambientOrLightmapUV : TEXCOORD5; // SH or Lightmap UVs 560 | //adam-begin: 561 | #if 1 //UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME 562 | //adam-end: 563 | float3 posWorld : TEXCOORD6; 564 | #endif 565 | #if UNITY_OPTIMIZE_TEXCUBELOD 566 | #if UNITY_SPECCUBE_BOX_PROJECTION 567 | half3 reflUVW : TEXCOORD7; 568 | #else 569 | half3 reflUVW : TEXCOORD6; 570 | #endif 571 | #endif 572 | 573 | //adam-begin: 574 | half vertexOcclusion : TEXCOORD10; 575 | #if PLANE_REFLECTION_USER_CLIPPLANE 576 | float clipDistance : SV_ClipDistance; 577 | #endif 578 | //adam-end: 579 | }; 580 | 581 | 582 | 583 | VertexOutputDeferred vertDeferred(VertexInput v) 584 | { 585 | VertexOutputDeferred o; 586 | UNITY_INITIALIZE_OUTPUT(VertexOutputDeferred, o); 587 | //adam-begin: 588 | UNITY_SETUP_INSTANCE_ID(v); 589 | UNITY_TRANSFER_INSTANCE_ID(v, o); 590 | 591 | float4 posWorld = mul(unity_ObjectToWorld, v.vertex); 592 | 593 | //adam-begin: 594 | #if 1 //UNITY_SPECCUBE_BOX_PROJECTION || UNITY_LIGHT_PROBE_PROXY_VOLUME || defined(_SKINNED_MESH) 595 | //adam-end: 596 | o.posWorld = posWorld; 597 | #endif 598 | //adam-begin: 599 | o.pos = mul(UNITY_MATRIX_VP, posWorld); 600 | //adam-end: 601 | 602 | o.tex = TexCoords(v); 603 | o.eyeVec = NormalizePerVertexNormal(posWorld.xyz - _WorldSpaceCameraPos); 604 | float3 normalWorld = UnityObjectToWorldNormal(v.normal); 605 | #ifdef _TANGENT_TO_WORLD 606 | float4 tangentWorld = float4(UnityObjectToWorldDir(v.tangent.xyz), v.tangent.w); 607 | 608 | float3x3 tangentToWorld = CreateTangentToWorldPerVertex(normalWorld, tangentWorld.xyz, tangentWorld.w); 609 | o.tangentToWorldAndParallax[0].xyz = tangentToWorld[0]; 610 | o.tangentToWorldAndParallax[1].xyz = tangentToWorld[1]; 611 | o.tangentToWorldAndParallax[2].xyz = tangentToWorld[2]; 612 | #else 613 | o.tangentToWorldAndParallax[0].xyz = 0; 614 | o.tangentToWorldAndParallax[1].xyz = 0; 615 | o.tangentToWorldAndParallax[2].xyz = normalWorld; 616 | #endif 617 | 618 | o.ambientOrLightmapUV = 0; 619 | #ifndef LIGHTMAP_OFF 620 | o.ambientOrLightmapUV.xy = v.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; 621 | #elif UNITY_SHOULD_SAMPLE_SH 622 | o.ambientOrLightmapUV.rgb = ShadeSHPerVertex (normalWorld, o.ambientOrLightmapUV.rgb); 623 | #endif 624 | #ifdef DYNAMICLIGHTMAP_ON 625 | o.ambientOrLightmapUV.zw = v.uv2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; 626 | #endif 627 | 628 | #ifdef _PARALLAXMAP 629 | TANGENT_SPACE_ROTATION; 630 | half3 viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex)); 631 | o.tangentToWorldAndParallax[0].w = viewDirForParallax.x; 632 | o.tangentToWorldAndParallax[1].w = viewDirForParallax.y; 633 | o.tangentToWorldAndParallax[2].w = viewDirForParallax.z; 634 | #endif 635 | 636 | #if UNITY_OPTIMIZE_TEXCUBELOD 637 | o.reflUVW = reflect(o.eyeVec, normalWorld); 638 | #endif 639 | 640 | //adam-begin: 641 | o.vertexOcclusion = v.color.a; 642 | #if PLANE_REFLECTION_USER_CLIPPLANE 643 | o.clipDistance = dot(posWorld, _PlaneReflectionClipPlane); 644 | #endif 645 | //adam-end: 646 | 647 | return o; 648 | } 649 | 650 | void fragDeferred ( 651 | VertexOutputDeferred i, 652 | out half4 outDiffuse : SV_Target0, // RT0: diffuse color (rgb), occlusion (a) 653 | out half4 outSpecSmoothness : SV_Target1, // RT1: spec color (rgb), smoothness (a) 654 | out half4 outNormal : SV_Target2, // RT2: normal (rgb), --unused, very low precision-- (a) 655 | out half4 outEmission : SV_Target3 // RT3: emission (rgb), --unused-- (a) 656 | ) 657 | { 658 | #if (SHADER_TARGET < 30) 659 | outDiffuse = 1; 660 | outSpecSmoothness = 1; 661 | outNormal = 0; 662 | outEmission = 0; 663 | return; 664 | #endif 665 | 666 | FRAGMENT_SETUP(s) 667 | #if UNITY_OPTIMIZE_TEXCUBELOD 668 | s.reflUVW = i.reflUVW; 669 | #endif 670 | 671 | // no analytic lights in this pass 672 | UnityLight dummyLight = DummyLight (s.normalWorld); 673 | half atten = 1; 674 | 675 | // only GI 676 | //adam-begin: pass vertex occlusion to occlusion input function 677 | half occlusion = Occlusion(i.tex.xy, i.vertexOcclusion); 678 | //adam-end: 679 | #if UNITY_ENABLE_REFLECTION_BUFFERS 680 | bool sampleReflectionsInDeferred = false; 681 | #else 682 | bool sampleReflectionsInDeferred = true; 683 | #endif 684 | 685 | UnityGI gi = FragmentGI (s, occlusion, i.ambientOrLightmapUV, atten, dummyLight, sampleReflectionsInDeferred); 686 | 687 | half3 color = UNITY_BRDF_PBS (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, gi.light, gi.indirect).rgb; 688 | color += UNITY_BRDF_GI (s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, -s.eyeVec, occlusion, gi); 689 | 690 | #ifdef _EMISSION 691 | color += Emission (i.tex.xy); 692 | #endif 693 | 694 | #ifndef UNITY_HDR_ON 695 | color.rgb = exp2(-color.rgb); 696 | #endif 697 | 698 | outDiffuse = half4(s.diffColor, occlusion); 699 | outSpecSmoothness = half4(s.specColor, s.oneMinusRoughness); 700 | outNormal = half4(s.normalWorld*0.5+0.5,1); 701 | outEmission = half4(color, 1); 702 | } 703 | 704 | 705 | // 706 | // Old FragmentGI signature. Kept only for backward compatibility and will be removed soon 707 | // 708 | 709 | inline UnityGI FragmentGI( 710 | float3 posWorld, 711 | half occlusion, half4 i_ambientOrLightmapUV, half atten, half oneMinusRoughness, half3 normalWorld, half3 eyeVec, 712 | UnityLight light, 713 | bool reflections) 714 | { 715 | // we init only fields actually used 716 | FragmentCommonData s = (FragmentCommonData)0; 717 | s.oneMinusRoughness = oneMinusRoughness; 718 | s.normalWorld = normalWorld; 719 | s.eyeVec = eyeVec; 720 | s.posWorld = posWorld; 721 | #if UNITY_OPTIMIZE_TEXCUBELOD 722 | s.reflUVW = reflect(eyeVec, normalWorld); 723 | #endif 724 | return FragmentGI(s, occlusion, i_ambientOrLightmapUV, atten, light, reflections); 725 | } 726 | inline UnityGI FragmentGI ( 727 | float3 posWorld, 728 | half occlusion, half4 i_ambientOrLightmapUV, half atten, half oneMinusRoughness, half3 normalWorld, half3 eyeVec, 729 | UnityLight light) 730 | { 731 | return FragmentGI (posWorld, occlusion, i_ambientOrLightmapUV, atten, oneMinusRoughness, normalWorld, eyeVec, light, true); 732 | } 733 | 734 | #endif // UNITY_STANDARD_CORE_INCLUDED 735 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/UnityStandardCore.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4aeac8b55e3c76498311bfa867e0829 3 | timeCreated: 1446567612 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/UnityStandardInput.cginc: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID' 2 | 3 | #ifndef UNITY_STANDARD_INPUT_INCLUDED 4 | #define UNITY_STANDARD_INPUT_INCLUDED 5 | 6 | #include "UnityCG.cginc" 7 | #include "UnityShaderVariables.cginc" 8 | #include "UnityInstancing.cginc" 9 | #include "UnityStandardConfig.cginc" 10 | //adam-begin: 11 | //moved later: #include "UnityPBSLighting.cginc" // TBD: remove 12 | //adam-end: 13 | #include "UnityStandardUtils.cginc" 14 | 15 | //--------------------------------------- 16 | // Directional lightmaps & Parallax require tangent space too 17 | #if (_NORMALMAP || DIRLIGHTMAP_COMBINED || DIRLIGHTMAP_SEPARATE || !DIRLIGHTMAP_OFF || _PARALLAXMAP) 18 | #define _TANGENT_TO_WORLD 1 19 | #endif 20 | 21 | #if (_DETAIL_MULX2 || _DETAIL_MUL || _DETAIL_ADD || _DETAIL_LERP) 22 | #define _DETAIL 1 23 | #endif 24 | 25 | //--------------------------------------- 26 | half4 _Color; 27 | half _Cutoff; 28 | 29 | sampler2D _MainTex; 30 | float4 _MainTex_ST; 31 | 32 | sampler2D _DetailAlbedoMap; 33 | float4 _DetailAlbedoMap_ST; 34 | 35 | sampler2D _BumpMap; 36 | half _BumpScale; 37 | 38 | sampler2D _DetailMask; 39 | sampler2D _DetailNormalMap; 40 | half _DetailNormalMapScale; 41 | 42 | sampler2D _SpecGlossMap; 43 | sampler2D _MetallicGlossMap; 44 | half _Metallic; 45 | half _Glossiness; 46 | half _GlossMapScale; 47 | 48 | sampler2D _OcclusionMap; 49 | half _OcclusionStrength; 50 | //adam-begin: 51 | float _VertexOcclusionPower; 52 | float _LightProbeScale; 53 | float _ReflectionProbeBoost; 54 | //adam-end: 55 | 56 | sampler2D _ParallaxMap; 57 | half _Parallax; 58 | half _UVSec; 59 | 60 | half4 _EmissionColor; 61 | sampler2D _EmissionMap; 62 | 63 | //adam-begin: 64 | #include "UnityPBSLighting.cginc" // TBD: remove 65 | //adam-end: 66 | 67 | //------------------------------------------------------------------------------------- 68 | // Input functions 69 | 70 | struct VertexInput 71 | { 72 | float4 vertex : POSITION; 73 | half3 normal : NORMAL; 74 | float2 uv0 : TEXCOORD0; 75 | float2 uv1 : TEXCOORD1; 76 | #if defined(DYNAMICLIGHTMAP_ON) || defined(UNITY_PASS_META) 77 | float2 uv2 : TEXCOORD2; 78 | #endif 79 | #ifdef _TANGENT_TO_WORLD 80 | half4 tangent : TANGENT; 81 | #endif 82 | //adam-begin: Vertex color (e.g. for vertex AO) 83 | half4 color : COLOR; 84 | //adam-end: 85 | UNITY_VERTEX_INPUT_INSTANCE_ID 86 | }; 87 | 88 | float4 TexCoords(VertexInput v) 89 | { 90 | float4 texcoord; 91 | texcoord.xy = TRANSFORM_TEX(v.uv0, _MainTex); // Always source from uv0 92 | texcoord.zw = TRANSFORM_TEX(((_UVSec == 0) ? v.uv0 : v.uv1), _DetailAlbedoMap); 93 | return texcoord; 94 | } 95 | 96 | half DetailMask(float2 uv) 97 | { 98 | return tex2D (_DetailMask, uv).a; 99 | } 100 | 101 | half3 Albedo(float4 texcoords) 102 | { 103 | half3 albedo = _Color.rgb * tex2D (_MainTex, texcoords.xy).rgb; 104 | #if _DETAIL 105 | #if (SHADER_TARGET < 30) 106 | // SM20: instruction count limitation 107 | // SM20: no detail mask 108 | half mask = 1; 109 | #else 110 | half mask = DetailMask(texcoords.xy); 111 | #endif 112 | half3 detailAlbedo = tex2D (_DetailAlbedoMap, texcoords.zw).rgb; 113 | #if _DETAIL_MULX2 114 | albedo *= LerpWhiteTo (detailAlbedo * unity_ColorSpaceDouble.rgb, mask); 115 | #elif _DETAIL_MUL 116 | albedo *= LerpWhiteTo (detailAlbedo, mask); 117 | #elif _DETAIL_ADD 118 | albedo += detailAlbedo * mask; 119 | #elif _DETAIL_LERP 120 | albedo = lerp (albedo, detailAlbedo, mask); 121 | #endif 122 | #endif 123 | return albedo; 124 | } 125 | 126 | half Alpha(float2 uv) 127 | { 128 | #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) 129 | return _Color.a; 130 | #else 131 | return tex2D(_MainTex, uv).a * _Color.a; 132 | #endif 133 | } 134 | 135 | //adam-begin: use min of texture and vertex occlusion 136 | half Occlusion(float2 uv, half vertexOcclusion) 137 | { 138 | #if (SHADER_TARGET < 30) 139 | // SM20: instruction count limitation 140 | // SM20: simpler occlusion 141 | return tex2D(_OcclusionMap, uv).g; 142 | #else 143 | half occ = min(pow(vertexOcclusion, _VertexOcclusionPower), tex2D(_OcclusionMap, uv).g); 144 | return LerpOneTo (occ, _OcclusionStrength); 145 | #endif 146 | } 147 | //adam-end: 148 | 149 | half4 SpecularGloss(float2 uv) 150 | { 151 | half4 sg; 152 | #ifdef _SPECGLOSSMAP 153 | #if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A) 154 | sg.rgb = tex2D(_SpecGlossMap, uv).rgb; 155 | sg.a = tex2D(_MainTex, uv).a; 156 | #else 157 | sg = tex2D(_SpecGlossMap, uv); 158 | #endif 159 | sg.a *= _GlossMapScale; 160 | #else 161 | sg.rgb = _SpecColor.rgb; 162 | #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 163 | sg.a = tex2D(_MainTex, uv).a * _GlossMapScale; 164 | #else 165 | sg.a = _Glossiness; 166 | #endif 167 | #endif 168 | return sg; 169 | } 170 | 171 | half2 MetallicGloss(float2 uv) 172 | { 173 | half2 mg; 174 | 175 | #ifdef _METALLICGLOSSMAP 176 | #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 177 | mg.r = tex2D(_MetallicGlossMap, uv).r; 178 | mg.g = tex2D(_MainTex, uv).a; 179 | #else 180 | mg = tex2D(_MetallicGlossMap, uv).ra; 181 | #endif 182 | mg.g *= _GlossMapScale; 183 | #else 184 | mg.r = _Metallic; 185 | #ifdef _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A 186 | mg.g = tex2D(_MainTex, uv).a * _GlossMapScale; 187 | #else 188 | mg.g = _Glossiness; 189 | #endif 190 | #endif 191 | return mg; 192 | } 193 | 194 | half3 Emission(float2 uv) 195 | { 196 | #ifndef _EMISSION 197 | return 0; 198 | #else 199 | return tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb; 200 | #endif 201 | } 202 | 203 | #ifdef _NORMALMAP 204 | half3 NormalInTangentSpace(float4 texcoords) 205 | { 206 | half3 normalTangent = UnpackScaleNormal(tex2D (_BumpMap, texcoords.xy), _BumpScale); 207 | // SM20: instruction count limitation 208 | // SM20: no detail normalmaps 209 | #if _DETAIL && !defined(SHADER_API_MOBILE) && (SHADER_TARGET >= 30) 210 | half mask = DetailMask(texcoords.xy); 211 | half3 detailNormalTangent = UnpackScaleNormal(tex2D (_DetailNormalMap, texcoords.zw), _DetailNormalMapScale); 212 | #if _DETAIL_LERP 213 | normalTangent = lerp( 214 | normalTangent, 215 | detailNormalTangent, 216 | mask); 217 | #else 218 | normalTangent = lerp( 219 | normalTangent, 220 | BlendNormals(normalTangent, detailNormalTangent), 221 | mask); 222 | #endif 223 | #endif 224 | return normalTangent; 225 | } 226 | #endif 227 | 228 | float4 Parallax (float4 texcoords, half3 viewDir) 229 | { 230 | // D3D9/SM30 supports up to 16 samplers, skip the parallax map in case we exceed the limit 231 | #define EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT (defined(LIGHTMAP_ON) && defined(DIRLIGHTMAP_SEPARATE) && defined(SHADOWS_SCREEN) && defined(_NORMALMAP) && \ 232 | defined(_EMISSION) && defined(_DETAIL) && (defined(_METALLICGLOSSMAP) || defined(_SPECGLOSSMAP))) 233 | 234 | #if !defined(_PARALLAXMAP) || (SHADER_TARGET < 30) || (defined(SHADER_API_D3D9) && EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT) 235 | // SM20: instruction count limitation 236 | // SM20: no parallax 237 | return texcoords; 238 | #else 239 | half h = tex2D (_ParallaxMap, texcoords.xy).g; 240 | float2 offset = ParallaxOffset1Step (h, _Parallax, viewDir); 241 | return float4(texcoords.xy + offset, texcoords.zw + offset); 242 | #endif 243 | 244 | #undef EXCEEDS_D3D9_SM3_MAX_SAMPLER_COUNT 245 | } 246 | 247 | #endif // UNITY_STANDARD_INPUT_INCLUDED 248 | -------------------------------------------------------------------------------- /Assets/AdamPlaneReflection/Shared/UnityStandardInput.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55080c8beef6b724a9eab8226e835010 3 | timeCreated: 1446635412 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Test.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df92533b083bdd649b23b574dbd53bf3 3 | folderAsset: yes 4 | timeCreated: 1510134256 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 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subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- 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