ArabDesert/Assets/Editor/x64/Bakery/shaderSrc/ftrace.cginc

172 lines
4.6 KiB
HLSL

#ifdef LIGHTMAP_RGBM_SCALE
#ifndef FTRACE_INCLUDED
#define FTRACE_INCLUDED
// Bicubic interpolation
float ftBicubic_w0(float a)
{
return (1.0f/6.0f)*(a*(a*(-a + 3.0f) - 3.0f) + 1.0f);
}
float ftBicubic_w1(float a)
{
return (1.0f/6.0f)*(a*a*(3.0f*a - 6.0f) + 4.0f);
}
float ftBicubic_w2(float a)
{
return (1.0f/6.0f)*(a*(a*(-3.0f*a + 3.0f) + 3.0f) + 1.0f);
}
float ftBicubic_w3(float a)
{
return (1.0f/6.0f)*(a*a*a);
}
float ftBicubic_g0(float a)
{
return ftBicubic_w0(a) + ftBicubic_w1(a);
}
float ftBicubic_g1(float a)
{
return ftBicubic_w2(a) + ftBicubic_w3(a);
}
float ftBicubic_h0(float a)
{
return -1.0f + ftBicubic_w1(a) / (ftBicubic_w0(a) + ftBicubic_w1(a)) + 0.5f;
}
float ftBicubic_h1(float a)
{
return 1.0f + ftBicubic_w3(a) / (ftBicubic_w2(a) + ftBicubic_w3(a)) + 0.5f;
}
#ifdef SHADER_API_D3D11
#if defined (SHADOWS_SHADOWMASK)
float4 ftBicubicSampleShadow3( Texture2D tex, SamplerState ftShadowSampler, float2 uv )
{
float width, height;
tex.GetDimensions(width, height);
float x = uv.x * width;
float y = uv.y * height;
x -= 0.5f;
y -= 0.5f;
float px = floor(x);
float py = floor(y);
float fx = x - px;
float fy = y - py;
float g0x = ftBicubic_g0(fx);
float g1x = ftBicubic_g1(fx);
float h0x = ftBicubic_h0(fx);
float h1x = ftBicubic_h1(fx);
float h0y = ftBicubic_h0(fy);
float h1y = ftBicubic_h1(fy);
float4 r = ftBicubic_g0(fy) * ( g0x * tex.Sample(ftShadowSampler, (float2(px + h0x, py + h0y) * 1.0f/width)) +
g1x * tex.Sample(ftShadowSampler, (float2(px + h1x, py + h0y) * 1.0f/width))) +
ftBicubic_g1(fy) * ( g0x * tex.Sample(ftShadowSampler, (float2(px + h0x, py + h1y) * 1.0f/width)) +
g1x * tex.Sample(ftShadowSampler, (float2(px + h1x, py + h1y) * 1.0f/width)));
return r;
}
#if UNITY_VERSION >= 201740
SamplerState bakery_trilinear_clamp_sampler2;
#endif
float4 ftBicubicSampleShadow( Texture2D tex, float2 uv )
{
#if UNITY_VERSION >= 201740
SamplerState samplerMask = bakery_trilinear_clamp_sampler2;
#else
#if defined(LIGHTMAP_ON)
SamplerState samplerMask = samplerunity_Lightmap;
#else
SamplerState samplerMask = samplerunity_ShadowMask;
#endif
#endif
return ftBicubicSampleShadow3(tex, samplerMask, uv);
}
#define ftBicubicSampleShadow2(t,s,u) ftBicubicSampleShadow3(t, sampler##s, u)
#else
#define ftBicubicSampleShadow UNITY_SAMPLE_TEX2D
#define ftBicubicSampleShadow2 UNITY_SAMPLE_TEX2D_SAMPLER
#endif
#else
#define ftBicubicSampleShadow UNITY_SAMPLE_TEX2D
#define ftBicubicSampleShadow2 UNITY_SAMPLE_TEX2D_SAMPLER
#endif
float3 ftLightmapBicubic( float2 uv )
{
#ifdef SHADER_API_D3D11
float width, height;
unity_Lightmap.GetDimensions(width, height);
float x = uv.x * width;
float y = uv.y * height;
x -= 0.5f;
y -= 0.5f;
float px = floor(x);
float py = floor(y);
float fx = x - px;
float fy = y - py;
// note: we could store these functions in a lookup table texture, but maths is cheap
float g0x = ftBicubic_g0(fx);
float g1x = ftBicubic_g1(fx);
float h0x = ftBicubic_h0(fx);
float h1x = ftBicubic_h1(fx);
float h0y = ftBicubic_h0(fy);
float h1y = ftBicubic_h1(fy);
float4 r = ftBicubic_g0(fy) * ( g0x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h0x, py + h0y) * 1.0f/width)) +
g1x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h1x, py + h0y) * 1.0f/width))) +
ftBicubic_g1(fy) * ( g0x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h0x, py + h1y) * 1.0f/width)) +
g1x * UNITY_SAMPLE_TEX2D(unity_Lightmap, (float2(px + h1x, py + h1y) * 1.0f/width)));
return DecodeLightmap(r);
#else
return DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, uv));
#endif
}
// Light falloff
float ftLightFalloff(float4x4 ftUnityLightMatrix, float3 worldPos)
{
float3 lightCoord = mul(ftUnityLightMatrix, float4(worldPos, 1)).xyz / ftUnityLightMatrix._11;
float distSq = dot(lightCoord, lightCoord);
float falloff = saturate(1.0f - pow(sqrt(distSq) * ftUnityLightMatrix._11, 4.0f)) / (distSq + 1.0f);
return falloff;
}
float ftLightFalloff(float4 lightPosRadius, float3 worldPos)
{
float3 lightCoord = worldPos - lightPosRadius.xyz;
float distSq = dot(lightCoord, lightCoord);
float falloff = saturate(1.0f - pow(sqrt(distSq * lightPosRadius.w), 4.0f)) / (distSq + 1.0f);
return falloff;
}
#endif
#endif