diff --git a/Assets/Art/Graphs/Insert Cover.shadergraph b/Assets/Art/Graphs/Insert Cover.shadergraph
deleted file mode 100644
index 520e1794..00000000
--- a/Assets/Art/Graphs/Insert Cover.shadergraph
+++ /dev/null
@@ -1,4337 +0,0 @@
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diff --git a/Assets/Art/Graphs/Insert Hybrid.shadergraph.meta b/Assets/Art/Graphs/Insert Hybrid.shadergraph.meta
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diff --git a/Assets/Art/Graphs/InsertCover.hlsl b/Assets/Art/Graphs/InsertCover.hlsl
deleted file mode 100644
index f809a979..00000000
--- a/Assets/Art/Graphs/InsertCover.hlsl
+++ /dev/null
@@ -1,154 +0,0 @@
-// Visual Pinball Engine
-// Copyright (C) 2026 freezy and VPE Team
-// SPDX-License-Identifier: GPL-3.0-or-later
-#ifndef VPE_INSERT_COVER_INCLUDED
-#define VPE_INSERT_COVER_INCLUDED
-
-// Cover UVs and their tangent frame follow the referenced playfield's XZ
-// projection. Its texture and source strength are supplied per material slot.
-// The haze is the colour the cover blends in at its opacity: a light veil that
-// softens the ribs underneath the way a worn, slightly frosted top does.
-//
-// The cover is the top of a slab of plastic as thick as the insert is deep,
-// and what shows through it is refracted as through that slab: the view ray
-// bends at the top by the index, the floor with its ribs is seen where the
-// bent ray meets it, a third nearer than it lies, and the light on its way up
-// takes the plastic's tint, deeper the longer its path, so a red insert is
-// red for being red plastic rather than a red-lit tray, darkest towards its
-// edges and at grazing views. Without the slab the body sat at the bottom of
-// an open tray under a pane of glass, and looked hollow.
-// Hue, saturation and value, hue as a turn of the wheel in 0..1.
-float3 InsertCoverRgbToHsv(float3 c)
-{
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
-}
-
-float3 InsertCoverHsvToRgb(float3 c)
-{
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
-}
-
-// Turns the colour's hue towards the lamp's, and its saturation towards the
-// lamp's, never below its own, both by the amount; the value is never touched, so a grey haze comes out the lamp's
-// colour, as bright as the grey was, and never darker. An RGB lamp carries
-// its intensity in its colour, and a dim lamp is still its colour: the amount
-// is full from a tenth of full brightness up, and only a lamp that is off,
-// its channels all down, leaves the colour untouched. A white lamp has no hue
-// to give.
-float3 InsertCoverTowardsLampHue(float3 color, float3 lamp, float amount)
-{
- float3 hsv = InsertCoverRgbToHsv(max(color, 0.0));
- float3 lampHsv = InsertCoverRgbToHsv(max(lamp, 0.0));
- amount = saturate(amount) * saturate(lampHsv.z * 10.0);
- // The hue turns the short way round the wheel, by the lamp's share of the
- // saturation the mix ends up with: a grey, which has no hue of its own,
- // takes the lamp's hue at any amount, its saturation growing with it,
- // instead of a hue part of the way round the wheel, so a grey haze half
- // tinted by a blue lamp is a paler blue, never pink; two colours as
- // saturated as each other turn by the amount itself.
- float turn = frac(lampHsv.x - hsv.x + 0.5) - 0.5;
- float share = saturate(amount * lampHsv.y / max(lerp(hsv.y, lampHsv.y, amount), 1e-5));
- hsv.x = frac(hsv.x + turn * share);
- hsv.y = lerp(hsv.y, max(hsv.y, lampHsv.y), amount);
- return InsertCoverHsvToRgb(hsv);
-}
-
-// The colour the bulbs send to a point, the same the body's glow takes: every
-// bulb's light summed, each reaching by the inverse square of the distance
-// over its spread, bulbs that are off adding nothing and taking nothing away,
-// so a bulb fading in colours every point it reaches in proportion to its
-// level; and in w how far that colour reaches, a bulb counting as on from a
-// tenth of full up, so a bulb fading in tints its whole reach at once instead
-// of creeping outwards with its light. Each lamp is a position in insert
-// space with its radius in w, off at zero; each drive a linear colour with
-// the level in w, the first split in two.
-float4 InsertCoverLampMix(float2 position, float4 lampA, float4 lampB, float4 lampC, float4 lampD,
- float3 colorA, float levelA, float4 driveB, float4 driveC, float4 driveD, float spread)
-{
- float4 lamps[4] = { lampA, lampB, lampC, lampD };
- float3 drives[4] = { max(colorA, 0.0) * saturate(levelA), max(driveB.rgb, 0.0) * saturate(driveB.w),
- max(driveC.rgb, 0.0) * saturate(driveC.w), max(driveD.rgb, 0.0) * saturate(driveD.w) };
- float3 mixed = 0.0;
- float weight = 0.0;
- float tinted = 0.0;
- [unroll]
- for (int i = 0; i < 4; i++) {
- if (i > 0 && lamps[i].w <= 0.0) continue;
- float radius = max(abs(lamps[i].w), 0.0001);
- float2 apart = position - lamps[i].xz;
- // The body weighs each bulb by its lamp spread as well: the same here,
- // or the two would tint a point differently.
- float leak = 1.0;
- if (spread > 0.0) {
- float2 away = apart / (spread * 0.001);
- leak = rcp(1.0 + dot(away, away));
- }
- float level = max(drives[i].r, max(drives[i].g, drives[i].b));
- mixed += leak * drives[i];
- weight += leak * level;
- tinted += saturate(leak * 10.0) * saturate(level * 10.0);
- }
- return float4(mixed / max(weight, 1e-6), tinted);
-}
-
-void InsertCover_float(float2 UV, UnityTexture2D NormalMap, float PlayfieldStrength,
- float Strength, float Smoothness, float Opacity, float3 HazeColor,
- float3 LampColor, float LampLevel, float LampTint,
- float3 Position, float4 LampA, float4 LampB, float4 LampC, float4 LampD,
- float4 DriveB, float4 DriveC, float4 DriveD, float Spread,
- float Ior, float3 Tint, float TintDepth, float Thickness,
- out float3 NormalTS, out float SurfaceSmoothness, out float Alpha, out float3 BaseColor,
- out float RefractionIndex, out float3 TransmittanceColor, out float AbsorptionDistance, out float SlabThickness)
-{
-#if defined(SHADERPASS) && defined(SHADERPASS_SHADOWS) && (SHADERPASS == SHADERPASS_SHADOWS)
- clip(-1);
-#endif
- float3 normal = UnpackNormal(SAMPLE_TEXTURE2D(NormalMap.tex, NormalMap.samplerstate, UV * NormalMap.scaleTranslate.xy + NormalMap.scaleTranslate.zw));
- NormalTS = normalize(float3(normal.xy * max(PlayfieldStrength * Strength, 0.0), normal.z));
- SurfaceSmoothness = saturate(Smoothness);
- Alpha = saturate(Opacity);
- // The haze's hue and saturation turn to the light's, the bulbs' colours
- // summed, as far as the insert light asks and their light reaches, its
- // value untouched, so a coloured lamp is not milked by a grey veil, a
- // banana lit red, green and blue along its length is hazed red, green and
- // blue with the mixes between, and lamps that are off leave the haze its
- // own colour, as bright as ever.
- float4 mixed = InsertCoverLampMix(Position.xz, LampA, LampB, LampC, LampD, LampColor, LampLevel, DriveB, DriveC, DriveD, Spread);
- float3 untinted = max(HazeColor, 0.0);
- BaseColor = InsertCoverTowardsLampHue(untinted, mixed.rgb, saturate(LampTint) * saturate(mixed.w));
- // Turning a grey haze to a colour keeps its value, not its brightness: a
- // red as light as the grey was has a fifth of its luminance, so a veil
- // over the body went darker as the lamp came up, where the lamp itself
- // had little to add yet. While the lamp is weak the haze keeps enough of
- // its grey to hold three fifths of its brightness, pink rather than dark
- // red, and gives it up as the lamp's own glow takes the body over.
- float3 lumWeights = float3(0.2126, 0.7152, 0.0722);
- float lumBefore = dot(untinted, lumWeights);
- float lumAfter = dot(BaseColor, lumWeights);
- // The bulbs' effective drive, as the body counts it: colour times level.
- float litNow = max(max(LampColor.r, max(LampColor.g, LampColor.b)) * saturate(LampLevel),
- max(LampB.w > 0.0 ? max(DriveB.r, max(DriveB.g, DriveB.b)) * saturate(DriveB.w) : 0.0,
- max(LampC.w > 0.0 ? max(DriveC.r, max(DriveC.g, DriveC.b)) * saturate(DriveC.w) : 0.0,
- LampD.w > 0.0 ? max(DriveD.r, max(DriveD.g, DriveD.b)) * saturate(DriveD.w) : 0.0)));
- // A clear cover only: a coloured cover is its colour already.
- float clearCover = smoothstep(0.7, 0.95, min(Tint.r, min(Tint.g, Tint.b)));
- float floorLum = 0.6 * lumBefore * (1.0 - smoothstep(0.1, 0.5, litNow)) * clearCover;
- if (lumAfter < floorLum && lumBefore > lumAfter + 1e-5) {
- BaseColor = lerp(BaseColor, untinted, saturate((floorLum - lumAfter) / (lumBefore - lumAfter)));
- }
- // The slab: its index, the colour the light has taken once it has come
- // the tint depth through it, and its thickness, both given in millimetres
- // and wanted in metres. The insert writes the thickness for its own depth.
- RefractionIndex = max(Ior, 1.0);
- TransmittanceColor = saturate(Tint);
- AbsorptionDistance = max(TintDepth, 0.01) * 0.001;
- SlabThickness = max(Thickness, 0.1) * 0.001;
-}
-#endif
diff --git a/Assets/Art/Graphs/InsertCover.hlsl.meta b/Assets/Art/Graphs/InsertCover.hlsl.meta
deleted file mode 100644
index 91e6171d..00000000
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diff --git a/Assets/Art/Graphs/InsertOptics.hlsl b/Assets/Art/Graphs/InsertOptics.hlsl
deleted file mode 100644
index f3cd3e87..00000000
--- a/Assets/Art/Graphs/InsertOptics.hlsl
+++ /dev/null
@@ -1,682 +0,0 @@
-// Visual Pinball Engine
-// Copyright (C) 2026 freezy and VPE Team
-// SPDX-License-Identifier: GPL-3.0-or-later
-#ifndef VPE_INSERT_OPTICS_INCLUDED
-#define VPE_INSERT_OPTICS_INCLUDED
-
-float3 InsertFacetRandom(float sector, float seed)
-{
- return frac(sin((sector + seed * 17.13) * float3(127.1, 311.7, 74.7)) * 43758.5453);
-}
-
-float3 InsertNoiseHash(float3 p)
-{
- float3 h = frac(p * float3(0.1031, 0.1030, 0.0973));
- h += dot(h, h.yxz + 33.33);
- return frac((h.xxy + h.yxx) * h.zyx);
-}
-
-// Soft nearest-cell values: small cloudy variations without hard Voronoi
-// borders. Coordinates are local metres, in all three axes, so atlas seams
-// cannot split them and no slope stretches them: a starburst's facets stand
-// steep, and a noise laid out over the floor with a share of the height
-// mixed in was sheared along one slope of every ridge and squeezed on the
-// other, into streaks along the facets seen on every other pleat. Noise in
-// three dimensions is the same on any face, walls included.
-float InsertCellular(float3 p)
-{
- float3 cell = floor(p);
- float3 local = frac(p);
- float value = 0.0;
- float weight = 0.0;
- [unroll] for (int z = -1; z <= 1; z++) {
- [unroll] for (int y = -1; y <= 1; y++) {
- [unroll] for (int x = -1; x <= 1; x++) {
- float3 offset = float3(x, y, z);
- float3 random = InsertNoiseHash(cell + offset);
- float3 delta = offset + 0.15 + 0.7 * random - local;
- float w = exp2(-8.0 * dot(delta, delta));
- value += InsertNoiseHash(cell + offset + 17.0).x * w;
- weight += w;
- }
- }
- }
- return value / max(weight, 1e-5);
-}
-
-float InsertGrain(float3 p)
-{
- float3 cell = floor(p);
- float3 t = frac(p);
- t = t * t * (3.0 - 2.0 * t);
- float4 below = float4(InsertNoiseHash(cell).z, InsertNoiseHash(cell + float3(1, 0, 0)).z,
- InsertNoiseHash(cell + float3(0, 1, 0)).z, InsertNoiseHash(cell + float3(1, 1, 0)).z);
- float4 above = float4(InsertNoiseHash(cell + float3(0, 0, 1)).z, InsertNoiseHash(cell + float3(1, 0, 1)).z,
- InsertNoiseHash(cell + float3(0, 1, 1)).z, InsertNoiseHash(cell + 1.0).z);
- float4 layer = lerp(below, above, t.z);
- return lerp(lerp(layer.x, layer.y, t.x), lerp(layer.z, layer.w, t.x), t.y);
-}
-
-// The height of the surface grain, two octaves of the value noise like the
-// bake's, in cells.
-float InsertSurfaceGrainHeight(float3 cells)
-{
- return InsertGrain(cells) + 0.5 * InsertGrain(cells * 2.07 + 17.3);
-}
-
-// Ray tracing stages have no screen-space derivatives, so the detail stays
-// fully visible there.
-float InsertDetailVisibility(float3 p)
-{
-#if defined(SHADER_STAGE_RAY_TRACING)
- return 1.0;
-#else
- float footprint = max(length(ddx(p)), length(ddy(p)));
- return 1.0 - smoothstep(0.35, 1.0, footprint);
-#endif
-}
-
-float InsertPixelWidth(float x)
-{
-#if defined(SHADER_STAGE_RAY_TRACING)
- return 0.0;
-#else
- return fwidth(x);
-#endif
-}
-
-// All positions and directions are in insert local space, in metres. This
-// works per eye and at arbitrary camera angles without a scene-colour buffer.
-// Hue, saturation and value, hue as a turn of the wheel in 0..1.
-float3 InsertOpticsRgbToHsv(float3 c)
-{
- float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
- float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
- float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
- float d = q.x - min(q.w, q.y);
- float e = 1.0e-10;
- return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
-}
-
-float3 InsertOpticsHsvToRgb(float3 c)
-{
- float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
-}
-
-// Turns the colour's hue towards the lamp's, and its saturation towards the
-// lamp's, never below its own, both by the amount; the value is never touched, so a grey haze comes out the lamp's
-// colour, as bright as the grey was, and never darker. An RGB lamp carries
-// its intensity in its colour, and a dim lamp is still its colour: the amount
-// is full from a tenth of full brightness up, and only a lamp that is off,
-// its channels all down, leaves the colour untouched. A white lamp has no hue
-// to give.
-float3 InsertOpticsTowardsLampHue(float3 color, float3 lamp, float amount)
-{
- float3 hsv = InsertOpticsRgbToHsv(max(color, 0.0));
- float3 lampHsv = InsertOpticsRgbToHsv(max(lamp, 0.0));
- amount = saturate(amount) * saturate(lampHsv.z * 10.0);
- // The hue turns the short way round the wheel, by the lamp's share of the
- // saturation the mix ends up with: a grey, which has no hue of its own,
- // takes the lamp's hue at any amount, its saturation growing with it,
- // instead of a hue part of the way round the wheel, so a grey haze half
- // tinted by a blue lamp is a paler blue, never pink; two colours as
- // saturated as each other turn by the amount itself.
- float turn = frac(lampHsv.x - hsv.x + 0.5) - 0.5;
- float share = saturate(amount * lampHsv.y / max(lerp(hsv.y, lampHsv.y, amount), 1e-5));
- hsv.x = frac(hsv.x + turn * share);
- hsv.y = lerp(hsv.y, max(hsv.y, lampHsv.y), amount);
- return InsertOpticsHsvToRgb(hsv);
-}
-
-// One virtual bulb's share of a point: the halo its facet shows (x), how much
-// of the cavity under it a clear body's face looks onto (y), how far the point
-// sits from it for the spread (z, one without a spread), and the tight image
-// of the bulb itself (w), kept apart from the halo so it can take a colour of
-// its own. Position and the refracted view ray are in insert space, the lamp
-// its position in metres with its radius in w.
-float4 InsertOpticsBulb(float4 lamp, float3 position, float3 ray, float faceGain, float fresnel, float exit,
- float responseB, float cavitySpread, float spread)
-{
- float distance = max(position.y - lamp.y, 0.0) / max(-ray.y, 0.12);
- float2 hit = position.xz + ray.xz * distance;
- float radius = max(abs(lamp.w), 0.0001);
- // Keep a common source behind every face. Moving the source independently
- // per sector turns the bulb into unrelated gradients and destroys depth.
- float2 delta = (hit - lamp.xz) / radius;
- float direct = exp2(-2.0 * dot(delta, delta));
- // A tighter image of the bulb inside its halo, as strong as the looks
- // always had it.
- float bulb = exp2(-12.0 * dot(delta, delta)) * 3.7;
- // A wider reflected image stands in for a second internal bounce.
- float2 reflectedHit = position.xz - ray.xz * distance * 0.65;
- float2 reflectedDelta = (reflectedHit - lamp.xz) / (radius * 1.5);
- float bounced = exp2(-2.0 * dot(reflectedDelta, reflectedDelta));
- // The tight source image survives even on the less efficient slopes;
- // the broad transmitted component still carries face-to-face contrast.
- // Both are what the facet lets through, none at all once it traps the
- // ray; the bounce is what it throws back and stays.
- float passed = responseB * (1.0 - 0.65 * fresnel);
- float transmitted = passed * (direct * exit + 0.17 * bounced) * faceGain;
- float image = passed * bulb * exit * lerp(1.0, faceGain, 0.25);
- // Each face shows the part of the cavity its refracted view ray lands on,
- // spread wide and kept soft, so the ribs shift with the view instead of
- // alternating with the lights.
- float wide = radius * max(cavitySpread, 0.1);
- float2 cavityDelta = (hit - lamp.xz) / wide;
- float2 cavityBounce = (reflectedHit - lamp.xz) / (wide * 1.5);
- float seen = exit * exp2(-dot(cavityDelta, cavityDelta)) + 0.3 * exp2(-dot(cavityBounce, cavityBounce));
- // Every facet tilted towards the lamp shows its halo, however far from the
- // lamp it sits, and the baked glow reaches the whole body alike, so raising
- // the brightness floods the body. A real insert is brightest around its
- // bulb and dims away from it, the light spreading out from the bulb as
- // from a point, by the inverse square of the distance: the spread, in
- // millimetres, is the distance from the lamp at which the lit look has
- // fallen to half, a fifth at twice that and a tenth at three times, a long
- // reach so that one bulb of a banana still shows at its far end and two
- // bulbs meet in a soft blend, never a seam. Zero leaves it everywhere alike.
- float leak = 1.0;
- if (spread > 0.0) {
- float2 away = (position.xz - lamp.xz) / (spread * 0.001);
- leak = rcp(1.0 + dot(away, away));
- }
- return float4(transmitted, seen, leak, image);
-}
-
-// What a facet reflects of the light inside the plastic, seen from the dense
-// side: Schlick on the angle in the air beyond it, and all of it once the
-// facet traps the ray.
-float InsertInternalReflectance(float cosInside, float eta, float reflectance0)
-{
- float sinOutside = eta * sqrt(saturate(1.0 - cosInside * cosInside));
- if (sinOutside >= 1.0) {
- return 1.0;
- }
- float cosOutside = sqrt(saturate(1.0 - sinOutside * sinOutside));
- return reflectance0 + (1.0 - reflectance0) * pow(1.0 - cosOutside, 5.0);
-}
-
-// Whether a ray inside the plastic, pointing up, gets out through the flat
-// top: not past the critical angle, faded over the last tenth so nothing
-// jumps as the eye moves.
-float InsertEscapes(float3 ray, float eta)
-{
- float sinOutside2 = eta * eta * (1.0 - ray.y * ray.y);
- return step(0.0, ray.y) * (1.0 - smoothstep(0.8, 1.0, sinOutside2));
-}
-
-// The room, as a ray leaving through the top sees it: bent out of the
-// plastic, turned to world space, and read from the sky's reflection cubemap
-// at a blurred mip, which is what a moulded, slightly rough groove returns.
-float3 InsertRoom(float3 ray, float eta, float blur)
-{
- float3 outside = refract(ray, float3(0.0, -1.0, 0.0), eta);
- float3 world = TransformObjectToWorldDir(outside + float3(0.0, 1e-5, 0.0));
- return SampleSkyTexture(world, blur, 0).rgb;
-}
-
-// The sky's average brightness round the insert: its most blurred mip
-// straight up and to the four sides, the hemisphere a groove returns.
-float InsertSkyAverage()
-{
- float3 lum = float3(0.2126, 0.7152, 0.0722);
- float sum = dot(SampleSkyTexture(float3(0.0, 1.0, 0.0), 6.0, 0).rgb, lum)
- + dot(SampleSkyTexture(float3(1.0, 0.0, 0.0), 6.0, 0).rgb, lum)
- + dot(SampleSkyTexture(float3(-1.0, 0.0, 0.0), 6.0, 0).rgb, lum)
- + dot(SampleSkyTexture(float3(0.0, 0.0, 1.0), 6.0, 0).rgb, lum)
- + dot(SampleSkyTexture(float3(0.0, 0.0, -1.0), 6.0, 0).rgb, lum);
- return max(sum * 0.2, 1e-6);
-}
-
-// How much of the room a ray going down into a groove brings back out
-// through the top, and, where the sky may be read, the room it brings. The
-// groove is the facet the ray meets first and its mirrored neighbour. After
-// each facet the ray goes on to the other one if it heads into it, which is
-// when it climbs more slowly than that facet rises; otherwise it goes up to
-// the top, where what gets out is the room seen that way and the rest comes
-// back down, under total internal reflection all of it, onto whichever
-// facet it heads into. A groove near a right angle returns the ray off the
-// two facets, a corner reflector; a shallower one throws it up to the top,
-// which sends it down onto the other facet, and that one out. Each facet
-// takes its Fresnel share; four facets are as far as it goes. Where the ray
-// comes down from the top as squarely onto one facet as onto the other, the
-// choice between them would flip the rest of its path from one side of the
-// room to the other within a facet: what comes back after such a choice is
-// faded in as the choice firms up, so nothing steps. The room is
-// the sky over its average brightness: how much brighter or darker it is
-// that way than all round. Where the sky isn't read, it is the same all round.
-float InsertRoomPaths(float3 ray, float3 bent, float3 neighbour, float eta, float reflectance0, float blur, bool readRoom, out float3 room)
-{
- room = float3(0.0, 0.0, 0.0);
- float back = 0.0;
- float carried = 1.0;
- // How firmly the path's facet choices were made, fading what follows a near tie.
- float firm = 1.0;
- float3 d = ray;
- bool onBent = true;
- for (int i = 0; i < 4; i++) {
- float3 facet = onBent ? bent : neighbour;
- float3 other = onBent ? neighbour : bent;
- carried *= InsertInternalReflectance(saturate(dot(-d, facet)), eta, reflectance0);
- d = reflect(d, facet);
- if (dot(-d, other) > 0.0) {
- onBent = !onBent;
- continue;
- }
- if (d.y <= 0.0) {
- break;
- }
- float escaping = InsertEscapes(d, eta) * (1.0 - InsertInternalReflectance(saturate(d.y), eta, reflectance0));
- float leaving = carried * escaping;
- carried -= leaving;
- leaving *= firm;
- back += leaving;
- if (readRoom && leaving > 0.0) {
- room += leaving * InsertRoom(d, eta, blur);
- } else if (!readRoom) {
- room += leaving;
- }
- d.y = -d.y;
- float towardsBent = dot(-d, bent);
- float towardsNeighbour = dot(-d, neighbour);
- if (max(towardsBent, towardsNeighbour) <= 0.0) {
- break;
- }
- onBent = towardsBent >= towardsNeighbour;
- firm *= smoothstep(0.0, 0.05, abs(towardsBent - towardsNeighbour));
- }
- if (readRoom && back > 0.0) {
- room /= InsertSkyAverage();
- }
- return back;
-}
-
-void InsertOptics_float(float3 Position, float3 View, float2 UV,
- UnityTexture2D OpticalNormal, UnityTexture2D Response, UnityTexture2D SurfaceNormal,
- float4 Lamp, float Ior, float Scatter, float EdgeGlow, float LampGain,
- float NormalStrength, float3 Tint, float3 LampColor, float3 DriveColor, float Level,
- float4 Starburst, float Contrast, float Variation, float Seed, float Brightness,
- float MottleSize, float Grain, float MinBrightness,
- float3 WorldNormal, float3 WorldTangent, float3 WorldBitangent, float Flatten,
- float Clarity, float3 CavityColor, float CavitySpread, float CavityContrast,
- float LampTint, float Spread, float4 LampB, float4 LampC, float4 LampD,
- float4 DriveB, float4 DriveC, float4 DriveD,
- float SurfaceGrain, float SurfaceGrainSize, float Output, float Roughness,
- float Flecks, float FleckSize, float RoomReturn, float RoomBlur, float RoomReturnEV,
- out float3 BaseColor, out float3 NormalTS, out float3 Emission)
-{
- // How rough the structure inside the plastic is: smooth facets and
- // channels couple the lamp into crisp ribs and rays, rough ones diffuse
- // it, so the ribs soften and the lamp's rays and image go into the glow.
- // The top's own finish is the cover's business, not this.
- float wear = saturate(Roughness);
- Contrast *= 1.0 - 0.7 * wear;
- float3 rawNormal = SAMPLE_TEXTURE2D(OpticalNormal.tex, OpticalNormal.samplerstate, UV).rgb * 2.0 - 1.0;
- float3 n = normalize(rawNormal + float3(0, 1e-5, 0));
- float3 response = SAMPLE_TEXTURE2D(Response.tex, Response.samplerstate, UV).rgb;
- float3 v = normalize(View + float3(0, 1e-5, 0));
- // The facets the bake laid out, found again from the position: a wheel's
- // sectors round its centre, ribs' strips across their direction, which
- // the bake tells apart by a half pitch made negative in z, or rings'
- // strips out from their centre, the half pitch pushed past minus a
- // thousand. Strips are counted from far off, so the index stays positive
- // and the neighbours either side need no wrapping round. A gem, its sides
- // pushed past two thousand, has facets no angle alone finds again, so its
- // variation turns round the centre smoothly, one value a side, with no
- // step to land in the middle of a facet.
- bool ringed = Starburst.z <= -1000.0;
- bool ribbed = Starburst.z < 0.0 && !ringed;
- bool gem = Starburst.z >= 2000.0;
- float sectors = Starburst.z < 0.0 ? 1e6 : gem ? max(Starburst.z - 2000.0, 1.0) : max(Starburst.z, 1.0);
- float coordinate;
- if (ringed) {
- coordinate = length(Position.xz - Starburst.xy) / max(-Starburst.z - 1000.0, 1e-6) + 4096.0;
- } else if (ribbed) {
- coordinate = dot(Position.xz, Starburst.xy) / -Starburst.z + 4096.0;
- } else {
- float2 radial = Position.xz - Starburst.xy;
- float angle = atan2(radial.y, radial.x);
- coordinate = frac(angle * (1.0 / 6.28318530718) + 1.0) * sectors;
- }
- float sector = floor(coordinate);
- float3 random = InsertFacetRandom(sector, Seed);
- // Fade the random coefficients across less than one screen pixel at a
- // crease. Their identity comes from the fan, never quantized bake noise.
- float width = gem ? 0.5 : min(0.45, max(InsertPixelWidth(coordinate), 0.01));
- float part = frac(coordinate);
- float previous = fmod(sector + sectors - 1.0, sectors);
- float next = fmod(sector + 1.0, sectors);
- random = lerp(InsertFacetRandom(previous, Seed), random, smoothstep(-width, width, part));
- random = lerp(random, InsertFacetRandom(next, Seed), smoothstep(1.0 - width, 1.0 + width, part));
- float floorMask = (Starburst.z < 0.0 ? 1.0 : step(4.0, Starburst.z)) * smoothstep(0.35, 0.7, response.b)
- * smoothstep(Starburst.w - 0.00015, Starburst.w + 0.00015, Position.y);
- float3 cells = Position / max(MottleSize * 0.001, 0.0001) + Seed * float3(7.13, 3.71, 5.29);
- float mottle = (InsertCellular(cells) - 0.5) * InsertDetailVisibility(cells);
- float3 grainPosition = Position * 4000.0 + Seed * float3(13.1, 17.7, 11.3);
- float grain = (InsertGrain(grainPosition) - 0.5) * InsertDetailVisibility(grainPosition);
- float finish = 1.0 + grain * Grain;
- // The flecks of a moulded insert: the ridges between the facets never
- // come out of the mould clean, and under room light every nick and
- // every bit of flash along them catches the light as a bright dash,
- // stretched along the rib it sits on, while the faces between stay
- // plain. Sparse cells of the cloudy noise, drawn long along the ribs
- // and gathered to the creases. Each is a small tilted face in the
- // plastic: its slope tilts the shading normal, so a fleck lights up
- // when a light or the room reflects off it and goes quiet when none
- // does, and only a little of it brightens the plastic flat, lit and
- // unlit, so the dashes are there in any light. Zero leaves a clean
- // moulding.
- float2 fleckSlope = float2(0.0, 0.0);
- if (Flecks > 0.0) {
- float2 radial = Position.xz - Starburst.xy;
- radial *= rsqrt(max(dot(radial, radial), 1e-10));
- float2 along = ringed ? float2(-radial.y, radial.x)
- : ribbed ? normalize(float2(-Starburst.y, Starburst.x) + float2(1e-6, 0.0))
- : gem ? float2(1.0, 0.0) : radial;
- float2 across = float2(-along.y, along.x);
- float size = max(FleckSize * 0.001, 1e-5);
- // Across a radial rib the position has no component of its own, so
- // the facet's index moves each rib to cells of its own.
- float3 fleckCells = float3(dot(Position.xz, along) / (size * 4.0), Position.y / size, dot(Position.xz, across) / size + sector * 3.7)
- + Seed * float3(5.1, 2.3, 8.7);
- float crease = 1.0 - smoothstep(0.0, 0.4, min(part, 1.0 - part));
- float weight = lerp(0.5, 1.0, crease) * floorMask * InsertDetailVisibility(fleckCells);
- // The value noise, not the cloudy cellular one: the three samples
- // here cost a fraction of the cellular's twenty-seven cells each,
- // and thresholded they give the same dashes.
- float here = smoothstep(0.42, 0.6, InsertGrain(fleckCells));
- // The slope of the dashes along the tangent and bitangent the normal
- // map is read in, a tenth of a cell apart, in the stretched cells.
- float3 tangentOS = normalize(TransformWorldToObjectDir(WorldTangent) + float3(1e-6, 0.0, 0.0));
- float3 bitangentOS = normalize(TransformWorldToObjectDir(WorldBitangent) + float3(0.0, 1e-6, 0.0));
- const float stepCells = 0.1;
- float3 alongT = stepCells * float3(dot(tangentOS.xz, along) * 0.25, tangentOS.y, dot(tangentOS.xz, across));
- float3 alongB = stepCells * float3(dot(bitangentOS.xz, along) * 0.25, bitangentOS.y, dot(bitangentOS.xz, across));
- float heightT = smoothstep(0.42, 0.6, InsertGrain(fleckCells + alongT));
- float heightB = smoothstep(0.42, 0.6, InsertGrain(fleckCells + alongB));
- fleckSlope = float2(heightT - here, heightB - here) / stepCells * weight;
- finish *= 1.0 + 0.35 * here * weight * saturate(Flecks);
- }
- // The facets bend the ray as the bake found them. Flattening steep walls
- // keeps this deliberately artistic ray pointed down.
- n = normalize(float3(n.x, max(abs(n.y), 0.25), n.z));
- // The view ray enters the plastic through its flat top, bending towards
- // the vertical, and leaves it through the facet underneath into the air
- // of the cavity, bending back the other way, the facet a prism, before it
- // runs on down to the bulb. Traced so, the bulb sits its full depth below
- // the insert: it shifts against the body by the whole of the depth times
- // the view's tilt as the eye moves, and each eye of a headset sees it
- // where its own ray meets it. One refraction with the facet's normal kept
- // the steeper in-plastic ray all the way down, half the parallax, and bent
- // it the wrong way round the facet. What the facet lets through falls
- // with the exit's Fresnel reflectance.
- //
- // A facet steep enough traps the ray, total internal reflection, or lets
- // it out so near the grazing that it runs off sideways and never meets
- // the lamp: a starburst of narrow spokes over a tall ridge has such
- // facets everywhere, and seen along its length, where the in-plastic ray
- // crosses every facet at its full tilt, the whole bulb went missing while
- // it showed from the side. Through a V groove that steep a trapped ray
- // leaves by the facet next door, thrown out to the side, so a mirrored
- // path would not find the bulb either. What such a facet would trap or
- // throw away goes straight on instead, as through a flat bottom, blended
- // in as the facet's exit nears the critical angle so nothing jumps: the
- // bulb keeps its place and its parallax from every angle, and the facets
- // keep their prism wherever they pass the ray.
- float eta = max(Ior, 1.001);
- float3 inside = refract(-v, float3(0.0, 1.0, 0.0), rcp(eta));
- float reflectance0 = (eta - 1.0) / (eta + 1.0);
- reflectance0 *= reflectance0;
- // The sine of the facet's exit angle, past one where it traps the ray.
- float cosInside = saturate(dot(-inside, n));
- float sinFacet = eta * sqrt(saturate(1.0 - cosInside * cosInside));
- float passing = 1.0 - smoothstep(0.75, 1.0, sinFacet);
- float3 facetRay = passing > 0.0 ? refract(inside, n, eta) : -v;
- float cosFacet = saturate(dot(facetRay, -n));
- float facetExit = 1.0 - (reflectance0 + (1.0 - reflectance0) * pow(1.0 - cosFacet, 5.0));
- float flatExit = 1.0 - (reflectance0 + (1.0 - reflectance0) * pow(1.0 - saturate(v.y), 5.0));
- float3 ray = normalize(lerp(-v, facetRay, passing));
- float exit = lerp(flatExit, facetExit, passing);
- float facing = saturate(dot(v, n));
- float fresnel = 0.04 + 0.96 * pow(1.0 - facing, 5.0);
- // Opposite slopes couple very differently to the same internal light.
- // This contrast fills the face instead of outlining its rounded edge.
- float2 bias = v.xz + float2(0.38, -0.21);
- bias *= rsqrt(max(dot(bias, bias), 1e-5));
- float coupling = saturate(0.5 + 1.8 * dot(n.xz, bias));
- float faceGain = lerp(1.0, 0.12 + 1.8 * pow(coupling, 1.3), Contrast * floorMask);
- faceGain *= 1.0 + Variation * floorMask * ((random.z - 0.5) * 0.18 + mottle * 0.7);
- // An insert has one bulb or a few, a banana its three or four in a row:
- // every bulb whose radius is set adds its own halo, each fading with its
- // own spread; the baked glow, one for the whole body, fades with the
- // nearest bulb, and a clear body's face looks onto whichever cavity its
- // ray lands on.
- float4 bulbA = InsertOpticsBulb(Lamp, Position, ray, faceGain, fresnel, exit, response.b, CavitySpread, Spread);
- float4 bulbB = LampB.w > 0.0 ? InsertOpticsBulb(LampB, Position, ray, faceGain, fresnel, exit, response.b, CavitySpread, Spread) : float4(0.0, 0.0, 0.0, 0.0);
- float4 bulbC = LampC.w > 0.0 ? InsertOpticsBulb(LampC, Position, ray, faceGain, fresnel, exit, response.b, CavitySpread, Spread) : float4(0.0, 0.0, 0.0, 0.0);
- float4 bulbD = LampD.w > 0.0 ? InsertOpticsBulb(LampD, Position, ray, faceGain, fresnel, exit, response.b, CavitySpread, Spread) : float4(0.0, 0.0, 0.0, 0.0);
- // Each bulb is driven on its own, the first by the lamp colour and level,
- // the others by a colour with the level in w: its halo carries its own
- // colour, and the baked glow, one for the whole body, is the plain sum of
- // every bulb's light, each reaching as far as its spread lets it, colour
- // and all. So one bulb of a banana lights its end and fades along the
- // body, undimmed by the bulbs beside it that are off, two bulbs on add up
- // where they meet, and a bulb fading in colours every point it reaches in
- // proportion to its level, from the first glimmer on, instead of its
- // colour creeping in from the bulb once it is bright enough to win.
- // One kind of bulb under the insert: an LED kit gives more light than
- // the filaments it replaced, at the same level and colour.
- float output = max(Output, 0.0);
- float3 driveA = max(DriveColor, 0.0) * saturate(Level) * output;
- float3 driveB = max(DriveB.rgb, 0.0) * saturate(DriveB.w) * output;
- float3 driveC = max(DriveC.rgb, 0.0) * saturate(DriveC.w) * output;
- float3 driveD = max(DriveD.rgb, 0.0) * saturate(DriveD.w) * output;
- float3 transmitted = bulbA.x * bulbA.z * driveA + bulbB.x * bulbB.z * driveB + bulbC.x * bulbC.z * driveC + bulbD.x * bulbD.z * driveD;
- float3 image = bulbA.w * bulbA.z * driveA + bulbB.w * bulbB.z * driveB + bulbC.w * bulbC.z * driveC + bulbD.w * bulbD.z * driveD;
- float4 level = float4(max(driveA.r, max(driveA.g, driveA.b)), max(driveB.r, max(driveB.g, driveB.b)),
- max(driveC.r, max(driveC.g, driveC.b)), max(driveD.r, max(driveD.g, driveD.b)));
- float4 reach = float4(bulbA.z, bulbB.z, bulbC.z, bulbD.z);
- float3 glowDrive = reach.x * driveA + reach.y * driveB + reach.z * driveC + reach.w * driveD;
- // The light's colour at unit level, for the tint's hue.
- float3 chroma = glowDrive / max(dot(reach, level), 1e-6);
- // How far the bulbs' colour reaches for the tint: as the light does, full
- // to a tenth of the bulb's own and fading beyond, from a bulb that counts
- // as on from a tenth of full up, so a bulb fading in tints its whole
- // reach at once and grows brighter within it, never creeping outwards
- // from the bulb as the light itself climbs.
- float tinted = dot(saturate(reach * 10.0), saturate(level * 10.0));
- float seen = saturate(bulbA.y + bulbB.y + bulbC.y + bulbD.y);
- float glow = Scatter * response.r * lerp(1.0, faceGain, floorMask * 0.65)
- + EdgeGlow * response.g * (0.25 + 0.75 * response.r);
- // The material sets full-intensity brightness and its emission colour; ROM
- // events only change each bulb's normalized level and RGB through the
- // renderer's property block.
- float3 emission = max(LampColor, 0.0);
- // A rough structure scatters the rays and the bulb's image into the glow.
- float sharp = 1.0 - wear;
- Emission = max(Brightness, 0.0) * emission * (glow * glowDrive * (1.0 + 0.5 * wear) + LampGain * (transmitted + image) * sharp) * finish;
- // Darken the unlit plastic without keeping the bulb or spill light on.
- // Fade back to the authored albedo as the ROM raises lamp intensity.
- // Any bulb that is on lights the plastic, not only the first: a multi-bulb
- // insert with its first bulb off and another on is as bright as with the
- // first on. Only bulbs that exist count.
- float bulbsUp = max(saturate(Level), max(LampB.w > 0.0 ? saturate(DriveB.w) : 0.0,
- max(LampC.w > 0.0 ? saturate(DriveC.w) : 0.0, LampD.w > 0.0 ? saturate(DriveD.w) : 0.0)));
- float bodyBrightness = lerp(saturate(MinBrightness), 1.0, bulbsUp);
- float cavity = 0.35 + 0.65 * response.r;
- float3 tintedBody = Tint * cavity * bodyBrightness;
- // Clear plastic absorbs nothing: an off clear insert shows the bright lamp
- // board or reflector under it, lit by room light that came in through the
- // top, lamp or no lamp. Each face shows the part of that cavity its
- // refracted view ray lands on, as the bulbs found above. The walls and the
- // channel get their share by internal reflection: the baked irradiance.
- float cavityView = lerp(1.0, seen, saturate(CavityContrast));
- // Room light reaches the whole cavity, so its irradiance shapes the clear
- // body less than it darkens the tinted one.
- float3 clearBody = CavityColor * (0.6 + 0.4 * response.r) * lerp(0.6, cavityView, floorMask);
- BaseColor = lerp(tintedBody, Tint * clearBody, saturate(Clarity)) * finish;
- // Moulded plastic is never evenly clear: under room light it is cloudy,
- // blotches of it lighter and darker than the rest, up to two fifths
- // either way at full Variation. The cellular noise averages its
- // neighbours, so it is widened to its full range first. A blotch
- // brightens no further than the albedo's brightest channel can go.
- float mottleGain = 1.0 + Variation * 0.8 * clamp(mottle * 1.4, -0.5, 0.5);
- float bodyPeak = max(BaseColor.r, max(BaseColor.g, BaseColor.b));
- BaseColor *= min(mottleGain, max(1.0, rcp(max(bodyPeak, 1e-5))));
- // Light that came in through the top and went down to a groove does not
- // all leave into the cavity: the facet throws part of it, or under total
- // internal reflection all of it, across to the facet next door, which
- // throws it back up and out through the top, the way a corner reflector
- // returns a beam. So a clear insert in a room shows the room above it in
- // its ribs, brighter from a low view where the top reflects more, and the
- // ribs leaning one way return a different part of the room than those
- // leaning the other, exchanging their brightness as the eye moves round:
- // the movement under the top that tells clear plastic from paint. The
- // path is the view ray refracted in at the top, reflected off the facet
- // the bake found, its mirrored neighbour and the top as the groove's
- // angle sends it, each reflection weighed by the plastic's own Fresnel,
- // then out through the top into the sky's reflection cubemap. What comes
- // back takes the place of as much of the diffuse cavity as it weighs, in
- // the albedo: the room is only as bright as the light that falls on the
- // insert, a directional light, the probes or the sky's own, so the sky
- // gives the room its shape, brighter one way and darker another, and the
- // scene's lighting its brightness, in a dark room as in a bright one.
- float returning = 0.0;
- if (RoomReturn > 0.0 && Clarity > 0.0) {
- float3 facet = normalize(rawNormal + float3(0.0, 1e-5, 0.0));
- facet.y = abs(facet.y);
- // The rib runs radially from the wheel's centre, across its own
- // direction for ribs, round the centre for rings; the neighbouring
- // facet is this one mirrored across the rib, its lean along the rib
- // kept. A moulded facet is never quite flat: a slight bend across it,
- // a degree and a half from one crease to the other, lets a broad
- // highlight sweep within a stripe instead of switching whole.
- float2 radialDir = Position.xz - Starburst.xy;
- radialDir *= rsqrt(max(dot(radialDir, radialDir), 1e-10));
- float2 ribDir = ringed ? float2(-radialDir.y, radialDir.x)
- : ribbed ? normalize(float2(-Starburst.y, Starburst.x) + float2(1e-6, 0.0))
- : gem ? float2(1.0, 0.0) : radialDir;
- float3 along = float3(ribDir.x, 0.0, ribDir.y);
- // The bend dies out at the creases so nothing jumps there.
- float bend = (part - 0.5) * 0.0524 * smoothstep(0.0, 0.25, min(part, 1.0 - part));
- float3 bent = facet * cos(bend) + cross(along, facet) * sin(bend) + along * dot(along, facet) * (1.0 - cos(bend));
- float3 across = float3(-along.z, 0.0, along.x);
- float3 neighbour = normalize(bent - 2.0 * dot(bent, across) * across);
- // The lightmap pass doesn't read the sky; to it the room is the same
- // all round.
-#if !defined(SHADERPASS) || !defined(SHADERPASS_LIGHT_TRANSPORT) || (SHADERPASS != SHADERPASS_LIGHT_TRANSPORT)
- bool readRoom = true;
-#else
- bool readRoom = false;
-#endif
- // The return switches from one facet's path to its neighbour's at the
- // crease, texel by texel; faded over a couple of screen pixels either
- // side, as the facet coefficients are, the switch no longer stairs.
- float creaseFade = smoothstep(0.0, 2.5 * width, min(part, 1.0 - part));
- float share = saturate(RoomReturn) * saturate(Clarity) * floorMask * flatExit * creaseFade;
- float3 room = float3(0.0, 0.0, 0.0);
- float back = 0.0;
- if (share > 0.0) {
- back = InsertRoomPaths(inside, bent, neighbour, eta, reflectance0, RoomBlur, readRoom, room);
- }
- // The room comes back whether the lamp is on or off, as it does on
- // the real thing: a lit insert still reflects the room above it. But
- // inside a body flooded with the lamp's colour a white reflection
- // reads wrong, so the returned room takes the colour of the bulbs
- // that are on, the more the brighter they are, and a bulb barely on
- // leaves it white rather than glowing coloured. Only bulbs that exist
- // count: a bulb switched off keeps its last drive.
- float lit = max(level.x, max(LampB.w > 0.0 ? level.y : 0.0, max(LampC.w > 0.0 ? level.z : 0.0, LampD.w > 0.0 ? level.w : 0.0)));
- // The bulb colour is first lifted to the luminance of white, capped so
- // a saturated bulb does not blow out, and the tint then runs from
- // white to that: blending first and lifting after kept the white half
- // of a half-made tint and snapped to the colour only at the end.
- float3 lampTint = chroma * min(rcp(max(dot(chroma, float3(0.2126, 0.7152, 0.0722)), 0.05)), 4.0);
- float3 roomTint = lerp(float3(1.0, 1.0, 1.0), lampTint, smoothstep(0.02, 0.3, lit));
- returning = share * back;
- // The lamp's own light takes the same paths: what a facet throws back
- // of the room it throws back of the lamp below, so the returning
- // facets stay lighter than their neighbours however bright the lamp
- // gets, instead of drowning in it, and in the tonemapper's shoulder
- // they go the lighter, paler colour a brighter lamp does.
- Emission *= 1.0 + returning * saturate(lit);
- // An albedo can't pass one, however bright the room is that way.
- BaseColor = saturate(BaseColor * (1.0 - returning) + share * exp2(RoomReturnEV) * room * roomTint);
- }
- // A grey body under a coloured lamp milks its colour. Tinted with the lamp,
- // the body's hue and saturation turn to the light's, the bulbs' colours
- // summed as the glow sums them, as far as their light reaches, its value
- // untouched, so nothing of the lamps stays once they are off.
- float3 untinted = BaseColor;
- BaseColor = InsertOpticsTowardsLampHue(BaseColor, chroma, saturate(LampTint) * saturate(tinted));
- // Turning a grey to a colour keeps its value, not its brightness: a red
- // as light as the grey was has a fifth of its luminance, so the plastic
- // went darker as the lamp came up, where the lamp itself had little to
- // add yet. The room light the plastic scatters does not go away for the
- // lamp colouring it, so the luminance the albedo lost comes back in the
- // albedo, its hue kept and its value raised, as far as the hue lets it:
- // lit by whatever lights the insert, as the returned room is, and lifted
- // as the returned room is.
- // An albedo can be no brighter than its colour allows, a pure red a
- // fifth of a grey, so while the lamp is weak the plastic keeps enough of
- // its grey to hold three fifths of its brightness, pink rather than dark
- // red, and gives it up as the lamp's own glow takes the body over.
- float3 lumWeights = float3(0.2126, 0.7152, 0.0722);
- float lumBefore = dot(untinted, lumWeights);
- float lumAfter = dot(BaseColor, lumWeights);
- float litNow = max(level.x, max(LampB.w > 0.0 ? level.y : 0.0, max(LampC.w > 0.0 ? level.z : 0.0, LampD.w > 0.0 ? level.w : 0.0)));
- // Clear plastic only: a tinted body is its colour already, lit or not.
- float floorLum = 0.6 * lumBefore * (1.0 - smoothstep(0.1, 0.5, litNow)) * saturate(Clarity);
- if (lumAfter < floorLum && lumBefore > lumAfter + 1e-5) {
- BaseColor = lerp(BaseColor, untinted, saturate((floorLum - lumAfter) / (lumBefore - lumAfter)));
- }
- float lost = max(lumBefore - dot(BaseColor, lumWeights), 0.0) * saturate(Clarity) * saturate(RoomReturn);
- if (lost > 0.0) {
- float lum = max(dot(BaseColor, lumWeights), 1e-5);
- float peak = max(BaseColor.r, max(BaseColor.g, BaseColor.b));
- BaseColor *= max(min((lum + lost * exp2(RoomReturnEV)) / lum, rcp(max(peak, 1e-5))), 1.0);
- }
- float4 packedNormal = SAMPLE_TEXTURE2D(SurfaceNormal.tex, SurfaceNormal.samplerstate, UV);
- float3 surface = UnpackNormal(packedNormal);
- float3 shading = normalize(float3(surface.xy * NormalStrength, lerp(1.0, surface.z, saturate(NormalStrength))));
- // Room light enters a clear insert through its flat top, and the facets
- // underneath only redistribute what is already inside. To the lights and
- // reflection probes the surface is that flat top, so the shading normal is
- // flattened towards it, written in the frame the tangent-space normal is
- // read back in. The optical normal that refracts the lamp stays as baked.
- float3 upWS = TransformObjectToWorldNormal(float3(0.0, 1.0, 0.0));
- // The interpolated frame need not be orthonormal, so this is the frame's
- // proper inverse, not three dot products.
- float3 upTS = TransformWorldToTangent(upWS, float3x3(WorldTangent, WorldBitangent, WorldNormal));
- float3 normalTS = lerp(shading, upTS, saturate(Flatten));
- // A facet that returns the room is a mirror inside the plastic to the
- // scene's lights as well: to them it keeps its own relief whatever the
- // flattening, so a spot or the sun glints off it where the sky alone,
- // which carries none of the table's lights, would not. The diffuse stays.
- normalTS = lerp(normalTS, shading, saturate(returning));
- // The fine texture of the moulded plastic, in the reflections: a bump of
- // noise in insert space, as the bake used to put into the normal map,
- // drawn here instead so that it is as fine at any zoom and on any map
- // size, and stays continuous over UV seams. Its slope along the tangent
- // and bitangent, taken as differences a tenth of a cell apart, tilts the
- // shading normal after the flattening, which is the top it sits on. It
- // fades out as the cells shrink below a pixel, before it can shimmer.
- if (SurfaceGrain > 0.0) {
- float3 cellsPerMetre = 1.0 / max(SurfaceGrainSize * 0.001, 1e-5);
- float3 grainCells = Position * cellsPerMetre + Seed * float3(3.7, 9.1, 5.3);
- float3 tangentOS = normalize(TransformWorldToObjectDir(WorldTangent) + float3(1e-6, 0.0, 0.0));
- float3 bitangentOS = normalize(TransformWorldToObjectDir(WorldBitangent) + float3(0.0, 1e-6, 0.0));
- const float step = 0.1;
- float here = InsertSurfaceGrainHeight(grainCells);
- float alongT = InsertSurfaceGrainHeight(grainCells + tangentOS * step);
- float alongB = InsertSurfaceGrainHeight(grainCells + bitangentOS * step);
- float2 slope = float2(alongT - here, alongB - here) / step;
- float visible = InsertDetailVisibility(grainCells);
- normalTS.xy -= slope * (0.3 * saturate(SurfaceGrain) * visible);
- }
- // The flecks' tilt, after the flattening, on the top they are cut into.
- normalTS.xy -= fleckSlope * (0.25 * saturate(Flecks));
- NormalTS = normalize(normalTS + float3(0.0, 0.0, 1e-5));
-}
-#endif
diff --git a/Assets/Art/Graphs/InsertOptics.hlsl.meta b/Assets/Art/Graphs/InsertOptics.hlsl.meta
deleted file mode 100644
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diff --git a/Assets/Art/Materials/Insert Presets.meta b/Assets/Art/Materials/Insert Presets.meta
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diff --git a/Assets/Art/Materials/Insert Presets/Clear Plastic, Faceted.asset b/Assets/Art/Materials/Insert Presets/Clear Plastic, Faceted.asset
deleted file mode 100644
index 1a95fc2d..00000000
--- a/Assets/Art/Materials/Insert Presets/Clear Plastic, Faceted.asset
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- m_Script: {fileID: 11500000, guid: 724241377b3cbb940835d81a192a6bd1, type: 3}
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- m_EditorClassIdentifier: VisualPinball.Unity::VisualPinball.Unity.InsertMaterialPreset
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- Body:
- - Name: _OpticalIor
- Kind: 0
- Float: 1.586
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalScatter
- Kind: 0
- Float: 0.5
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalEdgeGlow
- Kind: 0
- Float: 0.5
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalLampGain
- Kind: 0
- Float: 2
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _NormalStrength
- Kind: 0
- Float: 1
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalContrast
- Kind: 0
- Float: 0.25
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalVariation
- Kind: 0
- Float: 0.908
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalSeed
- Kind: 0
- Float: 3.32
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalMottleSize
- Kind: 0
- Float: 0.2
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalGrain
- Kind: 0
- Float: 0.6
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertMinBrightness
- Kind: 0
- Float: 0.485
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertFacetFlatten
- Kind: 0
- Float: 0.2
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertClarity
- Kind: 0
- Float: 1
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertCavitySpread
- Kind: 0
- Float: 2.5
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertCavityContrast
- Kind: 0
- Float: 0.9
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalSpread
- Kind: 0
- Float: 12
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _Smoothness
- Kind: 0
- Float: 0.65
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalFlecks
- Kind: 0
- Float: 0.7
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _OpticalFleckSize
- Kind: 0
- Float: 0.4
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertRoomReturn
- Kind: 0
- Float: 0
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertRoomBlur
- Kind: 0
- Float: 3
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertRoomReturnEV
- Kind: 0
- Float: 0
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _SurfaceGrain
- Kind: 0
- Float: 0
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _SurfaceGrainSize
- Kind: 0
- Float: 0.75
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- - Name: _InsertRoughness
- Kind: 0
- Float: 0
- Color: {r: 0, g: 0, b: 0, a: 0}
- Vector: {x: 0, y: 0, z: 0, w: 0}
- CoverShader:
- Cover: []
diff --git a/Assets/Art/Materials/Insert Presets/Clear Plastic, Faceted.asset.meta b/Assets/Art/Materials/Insert Presets/Clear Plastic, Faceted.asset.meta
deleted file mode 100644
index 2c7ef026..00000000
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diff --git a/Assets/Art/Materials/Insert Presets/Clear Plastic.asset b/Assets/Art/Materials/Insert Presets/Clear Plastic.asset
deleted file mode 100644
index 6576916e..00000000
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diff --git a/Runtime/HdrpCabinetProjectionAdapter.cs b/Runtime/HdrpCabinetProjectionAdapter.cs
new file mode 100644
index 00000000..a071106e
--- /dev/null
+++ b/Runtime/HdrpCabinetProjectionAdapter.cs
@@ -0,0 +1,115 @@
+// Visual Pinball Engine
+// Copyright (C) 2026 freezy and VPE Team
+//
+// This program is free software: you can redistribute it and/or modify
+// it under the terms of the GNU General Public License as published by
+// the Free Software Foundation, either version 3 of the License, or
+// (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program. If not, see .
+
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Rendering.HighDefinition;
+using VisualPinball.Unity;
+
+namespace VisualPinball.Engine.Unity.Hdrp
+{
+ ///
+ /// Lets HDRP render a camera through a cabinet projection (an off-centre frustum).
+ ///
+ ///
+ ///
+ ///
+ /// HDRP's light loop and volumetrics read a "non-oblique" projection through
+ /// , whose default rebuilds a symmetric
+ /// frustum from the camera's field of view. The adapter hands it the actual off-centre projection.
+ ///
+ ///
+ /// Planar reflection probes build their own symmetric projection from the camera's field of view and
+ /// aspect, so those are set to a symmetric frustum enclosing the off-centre one.
+ ///
+ ///
+ /// HDRP 17.5 sizes TAA's jitter with abs(left) + abs(right) and abs(bottom) + abs(top),
+ /// which is wrong when both bounds have the same sign, as they do for a cabinet view looking down at
+ /// the screen. Until that is patched, TAA falls back to SMAA while the projection is active.
+ ///
+ ///
+ public sealed class HdrpCabinetProjectionAdapter : ICabinetProjectionAdapter
+ {
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
+ private static void Register() => CabinetProjection.Register(new HdrpCabinetProjectionAdapter());
+
+ private sealed class State
+ {
+ public HDAdditionalCameraData Data;
+ public HDAdditionalCameraData.NonObliqueProjectionGetter PreviousGetter;
+ public HDAdditionalCameraData.NonObliqueProjectionGetter Getter;
+ public Matrix4x4 Projection;
+ public HDAdditionalCameraData.AntialiasingMode AntiAliasing;
+ }
+
+ private readonly Dictionary _states = new();
+
+ public void Attach(Camera camera)
+ {
+ if (camera == null || _states.ContainsKey(camera)) {
+ return;
+ }
+ var state = new State { Data = camera.GetComponent(), Projection = camera.projectionMatrix };
+ if (state.Data != null) {
+ state.AntiAliasing = state.Data.antialiasing;
+ state.PreviousGetter = state.Data.nonObliqueProjectionGetter;
+ state.Getter = _ => state.Projection; // allocated once per attach
+ state.Data.nonObliqueProjectionGetter = state.Getter;
+ }
+ _states[camera] = state;
+ // the anti-aliasing may be restricted now
+ HdrpGraphicsApplier.ApplyCameraAntialiasing(camera, state.AntiAliasing);
+ }
+
+ public void ApplyMetadata(Camera camera, in CabinetProjectionResult projection)
+ {
+ camera.fieldOfView = projection.EnclosingFieldOfView;
+ camera.aspect = projection.EnclosingAspect;
+ }
+
+ public void ProjectionChanged(Camera camera, in CabinetProjectionResult projection, bool discontinuous)
+ {
+ if (_states.TryGetValue(camera, out var state)) {
+ state.Projection = projection.Projection;
+ }
+ if (discontinuous) {
+ HDCamera.GetOrCreate(camera).Reset();
+ }
+ }
+
+ public void Detach(Camera camera)
+ {
+ if (camera == null || !_states.Remove(camera, out var state)) {
+ return;
+ }
+ if (state.Data != null && state.Data.nonObliqueProjectionGetter == state.Getter) {
+ state.Data.nonObliqueProjectionGetter = state.PreviousGetter;
+ }
+ HDCamera.GetOrCreate(camera).Reset();
+ HdrpGraphicsApplier.ApplyCameraAntialiasing(camera, state.AntiAliasing);
+ }
+
+ public VpeAntiAliasing EffectiveAntiAliasing(VpeAntiAliasing requested, out string reason)
+ {
+ if (requested == VpeAntiAliasing.Taa) {
+ reason = "HDRP's TAA jitters off-centre cabinet views incorrectly, so the cabinet view uses SMAA.";
+ return VpeAntiAliasing.Smaa;
+ }
+ reason = null;
+ return requested;
+ }
+ }
+}
diff --git a/Runtime/HdrpCabinetProjectionAdapter.cs.meta b/Runtime/HdrpCabinetProjectionAdapter.cs.meta
new file mode 100644
index 00000000..2a7a4b01
--- /dev/null
+++ b/Runtime/HdrpCabinetProjectionAdapter.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 36d2b5581f8f68d4a96ce907dc8ed6cd
\ No newline at end of file
diff --git a/Runtime/HdrpGraphicsApplier.cs b/Runtime/HdrpGraphicsApplier.cs
index fd19bd1b..1e2a7fb7 100644
--- a/Runtime/HdrpGraphicsApplier.cs
+++ b/Runtime/HdrpGraphicsApplier.cs
@@ -32,24 +32,48 @@ public sealed class HdrpGraphicsApplier : IVpeGraphicsApplier
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void Register() => VpeGraphics.Register(new HdrpGraphicsApplier());
+ // the user's choice, kept so the camera can be reapplied when the cabinet view restricts it (-1 = none yet)
+ private static int _antiAliasing = -1;
+
public void Apply(VpeGraphicsSettings settings)
{
- ApplyCameraAntialiasing(settings.AntiAliasing);
+ _antiAliasing = Mathf.Clamp(settings.AntiAliasing, 0, 3);
+ ApplyCameraAntialiasing(Camera.main);
ApplyVolume(settings);
}
- private static void ApplyCameraAntialiasing(int aa)
+ ///
+ /// The chosen anti-aliasing, or what the camera's cabinet projection allows instead. Without a choice
+ /// from the host, stands in for it.
+ ///
+ internal static void ApplyCameraAntialiasing(Camera cam, HDAdditionalCameraData.AntialiasingMode? unconfigured = null)
{
- var cam = Camera.main;
if (cam == null) {
return;
}
var hd = cam.GetComponent();
- if (hd != null) {
- hd.antialiasing = (HDAdditionalCameraData.AntialiasingMode)Mathf.Clamp(aa, 0, 3);
+ if (hd == null) {
+ return;
}
+ var requested = _antiAliasing >= 0 ? (VpeAntiAliasing)_antiAliasing : ToVpe(unconfigured ?? hd.antialiasing);
+ hd.antialiasing = ToHdrp(CabinetProjection.EffectiveAntiAliasing(cam, requested));
}
+ // HDRP orders its modes None, FXAA, TAA, SMAA; VPE's are None, FXAA, SMAA, TAA.
+ private static HDAdditionalCameraData.AntialiasingMode ToHdrp(VpeAntiAliasing aa) => aa switch {
+ VpeAntiAliasing.Fxaa => HDAdditionalCameraData.AntialiasingMode.FastApproximateAntialiasing,
+ VpeAntiAliasing.Smaa => HDAdditionalCameraData.AntialiasingMode.SubpixelMorphologicalAntiAliasing,
+ VpeAntiAliasing.Taa => HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing,
+ _ => HDAdditionalCameraData.AntialiasingMode.None,
+ };
+
+ private static VpeAntiAliasing ToVpe(HDAdditionalCameraData.AntialiasingMode aa) => aa switch {
+ HDAdditionalCameraData.AntialiasingMode.FastApproximateAntialiasing => VpeAntiAliasing.Fxaa,
+ HDAdditionalCameraData.AntialiasingMode.SubpixelMorphologicalAntiAliasing => VpeAntiAliasing.Smaa,
+ HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing => VpeAntiAliasing.Taa,
+ _ => VpeAntiAliasing.None,
+ };
+
private static void ApplyVolume(VpeGraphicsSettings s)
{
var volume = FindGlobalVolume();