UP-Viagg-io/LocalPackages/depthkit.studio/Runtime/Resources/Shaders/Looks/DepthkitStudioPhotoLook.cginc

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/************************************************************************************
Depthkit Unity SDK License v1
Copyright 2016-2024 Simile Inc dba Scatter. All Rights reserved.
Licensed under the the Simile Inc dba Scatter ("Scatter")
Software Development Kit License Agreement (the "License");
you may not use this SDK except in compliance with the License,
which is provided at the time of installation or download,
or which otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at http://www.depthkit.tv/license-agreement-v1
Unless required by applicable law or agreed to in writing,
the SDK distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.
************************************************************************************/
float4x4 _LocalTransform;
float4x4 _LocalTransformInverse;
float _ShadowAmount;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
uint id : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
float4 world_position : TEXCOORD1;
float4 object_position : TEXCOORD2;
float3 object_normal : TEXCOORD3;
#if defined(DK_USE_LIGHTPROBES) && defined(DK_FORWARDBASE_PASS)
float3 indirect : COLOR0;
#endif
UNITY_FOG_COORDS(4)
SHADOW_COORDS(5)
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
Vertex vert = dkSampleTriangleBuffer(floor(v.id / 3), v.id % 3);
o.uv = vert.uv.xy;
o.object_position = float4(vert.position, 1);
float4 localPosition = mul(_LocalTransform, o.object_position);
o.world_position = mul(unity_ObjectToWorld, localPosition);
o.object_normal = vert.normal;
#if defined(DK_TEXTURE_ATLAS)
v.vertex = o.object_position;
o.pos = float4((o.uv * 2.0f - 1.0f) * float2(1, -1), vert.uv.z, 1);
return o;
#else
#if defined(DK_USE_LIGHTPROBES) && defined(DK_FORWARDBASE_PASS)
float3 worldNormal = UnityObjectToWorldNormal(mul((float3x3)_LocalTransform, o.object_normal));
o.indirect = max(0, ShadeSH9(half4(worldNormal, 1)));
#endif
v.vertex = localPosition;
o.pos = UnityObjectToClipPos(v.vertex);
UNITY_TRANSFER_FOG(o, o.pos);
TRANSFER_SHADOW(o);
return o;
#endif
}
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float3 viewDir = mul((float3x3) _LocalTransformInverse, mul(unity_WorldToObject, normalize(_WorldSpaceCameraPos.xyz - i.world_position.xyz))).xyz;
float3 color = dkSampleColorViewWeightedReprojection(viewDir, i.object_position.xyz, i.object_normal.xyz);
#if defined(DK_NO_MAIN_LIGHT) && defined(DK_FORWARDBASE_PASS)
#if defined(DK_USE_LIGHTPROBES)
color = color * i.indirect;
#endif
#else
float3 shadow = lerp(float3(1.0, 1.0, 1.0), SHADOW_ATTENUATION(i), saturate(_ShadowAmount));
#if defined(DK_USE_LIGHTPROBES) && defined(DK_FORWARDBASE_PASS)
color = lerp(color * i.indirect, color, shadow);
#else
color *= shadow;
#endif
#endif
float4 c = fixed4(color, 1);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, c);
return c;
}