232 lines
11 KiB
HLSL
232 lines
11 KiB
HLSL
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//--------------------------------------------------------------------------------------------------------------------------------
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// Cartoon FX
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// (c) 2012-2020 Jean Moreno
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//--------------------------------------------------------------------------------------------------------------------------------
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// Copy of URP specific variables needed for lighting
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// ================================================================================================================================
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// Input.hlsl:
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// ================================================================================================================================
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#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined
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#define MAX_VISIBLE_LIGHTS 32
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#else
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#define MAX_VISIBLE_LIGHTS 256
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#endif
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// --------------------------------
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float4 _MainLightPosition;
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half4 _MainLightColor;
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// --------------------------------
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half4 _AdditionalLightsCount;
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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StructuredBuffer<LightData> _AdditionalLightsBuffer;
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StructuredBuffer<int> _AdditionalLightsIndices;
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#else
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// GLES3 causes a performance regression in some devices when using CBUFFER.
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#ifndef SHADER_API_GLES3
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CBUFFER_START(AdditionalLights)
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#endif
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float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS];
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half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS];
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#ifndef SHADER_API_GLES3
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CBUFFER_END
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#endif
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#endif
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// ================================================================================================================================
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// UnityInput.hlsl:
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// ================================================================================================================================
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half4 unity_LightData;
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half4 unity_LightIndices[2];
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// --------------------------------
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// ================================================================================================================================
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// Macros.hlsl
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// ================================================================================================================================
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#define HALF_MIN 6.103515625e-5 // 2^-14, the same value for 10, 11 and 16-bit: https://www.khronos.org/opengl/wiki/Small_Float_Formats
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// ================================================================================================================================
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// Lighting.hlsl
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// ================================================================================================================================
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// Abstraction over Light shading data.
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struct Light
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{
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half3 direction;
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half3 color;
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half distanceAttenuation;
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half shadowAttenuation;
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};
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// Matches Unity Vanila attenuation
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// Attenuation smoothly decreases to light range.
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float DistanceAttenuation(float distanceSqr, half2 distanceAttenuation)
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{
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// We use a shared distance attenuation for additional directional and puctual lights
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// for directional lights attenuation will be 1
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float lightAtten = rcp(distanceSqr);
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#if SHADER_HINT_NICE_QUALITY
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// Use the smoothing factor also used in the Unity lightmapper.
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half factor = distanceSqr * distanceAttenuation.x;
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half smoothFactor = saturate(1.0h - factor * factor);
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smoothFactor = smoothFactor * smoothFactor;
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#else
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// We need to smoothly fade attenuation to light range. We start fading linearly at 80% of light range
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// Therefore:
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// fadeDistance = (0.8 * 0.8 * lightRangeSq)
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// smoothFactor = (lightRangeSqr - distanceSqr) / (lightRangeSqr - fadeDistance)
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// We can rewrite that to fit a MAD by doing
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// distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
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// distanceSqr * distanceAttenuation.y + distanceAttenuation.z
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half smoothFactor = saturate(distanceSqr * distanceAttenuation.x + distanceAttenuation.y);
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#endif
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return lightAtten * smoothFactor;
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}
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half AngleAttenuation(half3 spotDirection, half3 lightDirection, half2 spotAttenuation)
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{
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// Spot Attenuation with a linear falloff can be defined as
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// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
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// This can be rewritten as
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// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
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// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
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// SdotL * spotAttenuation.x + spotAttenuation.y
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// If we precompute the terms in a MAD instruction
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half SdotL = dot(spotDirection, lightDirection);
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half atten = saturate(SdotL * spotAttenuation.x + spotAttenuation.y);
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return atten * atten;
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}
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// Fills a light struct given a perObjectLightIndex
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Light GetAdditionalPerObjectLight(int perObjectLightIndex, float3 positionWS)
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{
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// Abstraction over Light input constants
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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float4 lightPositionWS = _AdditionalLightsBuffer[perObjectLightIndex].position;
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half3 color = _AdditionalLightsBuffer[perObjectLightIndex].color.rgb;
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half4 distanceAndSpotAttenuation = _AdditionalLightsBuffer[perObjectLightIndex].attenuation;
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half4 spotDirection = _AdditionalLightsBuffer[perObjectLightIndex].spotDirection;
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half4 lightOcclusionProbeInfo = _AdditionalLightsBuffer[perObjectLightIndex].occlusionProbeChannels;
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#else
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float4 lightPositionWS = _AdditionalLightsPosition[perObjectLightIndex];
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half3 color = _AdditionalLightsColor[perObjectLightIndex].rgb;
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half4 distanceAndSpotAttenuation = _AdditionalLightsAttenuation[perObjectLightIndex];
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half4 spotDirection = _AdditionalLightsSpotDir[perObjectLightIndex];
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half4 lightOcclusionProbeInfo = _AdditionalLightsOcclusionProbes[perObjectLightIndex];
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#endif
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// Directional lights store direction in lightPosition.xyz and have .w set to 0.0.
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// This way the following code will work for both directional and punctual lights.
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float3 lightVector = lightPositionWS.xyz - positionWS * lightPositionWS.w;
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float distanceSqr = max(dot(lightVector, lightVector), HALF_MIN);
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half3 lightDirection = half3(lightVector * rsqrt(distanceSqr));
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half attenuation = DistanceAttenuation(distanceSqr, distanceAndSpotAttenuation.xy) * AngleAttenuation(spotDirection.xyz, lightDirection, distanceAndSpotAttenuation.zw);
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Light light;
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light.direction = lightDirection;
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light.distanceAttenuation = attenuation;
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/// light.shadowAttenuation = AdditionalLightRealtimeShadow(perObjectLightIndex, positionWS);
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light.shadowAttenuation = 1;
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light.color = color;
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// In case we're using light probes, we can sample the attenuation from the `unity_ProbesOcclusion`
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#if defined(LIGHTMAP_ON) || defined(_MIXED_LIGHTING_SUBTRACTIVE)
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// First find the probe channel from the light.
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// Then sample `unity_ProbesOcclusion` for the baked occlusion.
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// If the light is not baked, the channel is -1, and we need to apply no occlusion.
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// probeChannel is the index in 'unity_ProbesOcclusion' that holds the proper occlusion value.
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int probeChannel = lightOcclusionProbeInfo.x;
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// lightProbeContribution is set to 0 if we are indeed using a probe, otherwise set to 1.
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half lightProbeContribution = lightOcclusionProbeInfo.y;
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half probeOcclusionValue = unity_ProbesOcclusion[probeChannel];
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light.distanceAttenuation *= max(probeOcclusionValue, lightProbeContribution);
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#endif
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return light;
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}
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uint GetPerObjectLightIndexOffset()
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{
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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return unity_LightData.x;
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#else
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return 0;
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#endif
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}
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// Returns a per-object index given a loop index.
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// This abstract the underlying data implementation for storing lights/light indices
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int GetPerObjectLightIndex(uint index)
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{
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Structured Buffer Path /
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// /
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// Lights and light indices are stored in StructuredBuffer. We can just index them. /
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// Currently all non-mobile platforms take this path :( /
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// There are limitation in mobile GPUs to use SSBO (performance / no vertex shader support) /
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/////////////////////////////////////////////////////////////////////////////////////////////
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA
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uint offset = unity_LightData.x;
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return _AdditionalLightsIndices[offset + index];
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/////////////////////////////////////////////////////////////////////////////////////////////
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// UBO path /
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// /
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// We store 8 light indices in float4 unity_LightIndices[2]; /
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// Due to memory alignment unity doesn't support int[] or float[] /
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// Even trying to reinterpret cast the unity_LightIndices to float[] won't work /
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// it will cast to float4[] and create extra register pressure. :( /
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/////////////////////////////////////////////////////////////////////////////////////////////
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#elif !defined(SHADER_API_GLES)
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// since index is uint shader compiler will implement
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// div & mod as bitfield ops (shift and mask).
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// TODO: Can we index a float4? Currently compiler is
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// replacing unity_LightIndicesX[i] with a dp4 with identity matrix.
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// u_xlat16_40 = dot(unity_LightIndices[int(u_xlatu13)], ImmCB_0_0_0[u_xlati1]);
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// This increases both arithmetic and register pressure.
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return unity_LightIndices[index / 4][index % 4];
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#else
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// Fallback to GLES2. No bitfield magic here :(.
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// We limit to 4 indices per object and only sample unity_4LightIndices0.
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// Conditional moves are branch free even on mali-400
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// small arithmetic cost but no extra register pressure from ImmCB_0_0_0 matrix.
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half2 lightIndex2 = (index < 2.0h) ? unity_LightIndices[0].xy : unity_LightIndices[0].zw;
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half i_rem = (index < 2.0h) ? index : index - 2.0h;
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return (i_rem < 1.0h) ? lightIndex2.x : lightIndex2.y;
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#endif
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}
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// Fills a light struct given a loop i index. This will convert the i
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// index to a perObjectLightIndex
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Light GetAdditionalLight(uint i, float3 positionWS)
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{
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int perObjectLightIndex = GetPerObjectLightIndex(i);
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return GetAdditionalPerObjectLight(perObjectLightIndex, positionWS);
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}
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int GetAdditionalLightsCount()
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{
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// TODO: we need to expose in SRP api an ability for the pipeline cap the amount of lights
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// in the culling. This way we could do the loop branch with an uniform
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// This would be helpful to support baking exceeding lights in SH as well
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return min(_AdditionalLightsCount.x, unity_LightData.y);
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}
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