From a6d495897d077d77c9ec8639c0af122d240dc1e1 Mon Sep 17 00:00:00 2001 From: freezy Date: Sun, 11 Oct 2026 23:58:22 +0200 Subject: [PATCH 1/3] hdrp: use shared insert shaders and presets Use the insert graphs, HLSL and presets from the main VPE package, retaining their existing asset GUIDs. --- Assets/Art/Graphs/Insert Cover.shadergraph | 4337 ---------- .../Art/Graphs/Insert Cover.shadergraph.meta | 20 - Assets/Art/Graphs/Insert Hybrid.shadergraph | 7197 ----------------- .../Art/Graphs/Insert Hybrid.shadergraph.meta | 20 - Assets/Art/Graphs/InsertCover.hlsl | 154 - Assets/Art/Graphs/InsertCover.hlsl.meta | 7 - Assets/Art/Graphs/InsertOptics.hlsl | 682 -- Assets/Art/Graphs/InsertOptics.hlsl.meta | 7 - Assets/Art/Materials/Insert Presets.meta | 8 - .../Clear Plastic, Faceted.asset | 143 - .../Clear Plastic, Faceted.asset.meta | 8 - .../Insert Presets/Clear Plastic.asset | 143 - .../Insert Presets/Clear Plastic.asset.meta | 8 - .../Insert Presets/Color, Amber.asset | 23 - .../Insert Presets/Color, Amber.asset.meta | 8 - .../Insert Presets/Color, Blue.asset | 23 - .../Insert Presets/Color, Blue.asset.meta | 8 - .../Insert Presets/Color, Clear Cool.asset | 23 - .../Color, Clear Cool.asset.meta | 8 - .../Insert Presets/Color, Clear.asset | 23 - .../Insert Presets/Color, Clear.asset.meta | 8 - .../Insert Presets/Color, Green.asset | 23 - .../Insert Presets/Color, Green.asset.meta | 8 - .../Insert Presets/Color, Orange.asset | 23 - .../Insert Presets/Color, Orange.asset.meta | 8 - .../Insert Presets/Color, Purple.asset | 23 - .../Insert Presets/Color, Purple.asset.meta | 8 - .../Materials/Insert Presets/Color, Red.asset | 23 - .../Insert Presets/Color, Red.asset.meta | 8 - .../Insert Presets/Color, Teal.asset | 23 - .../Insert Presets/Color, Teal.asset.meta | 8 - .../Insert Presets/Color, Yellow.asset | 23 - .../Insert Presets/Color, Yellow.asset.meta | 8 - .../Insert Presets/Colored Plastic.asset | 143 - .../Insert Presets/Colored Plastic.asset.meta | 8 - .../Insert Presets/Lamp, Incandescent.asset | 20 - .../Lamp, Incandescent.asset.meta | 8 - .../Materials/Insert Presets/Lamp, LED.asset | 20 - .../Insert Presets/Lamp, LED.asset.meta | 8 - 39 files changed, 13251 deletions(-) delete mode 100644 Assets/Art/Graphs/Insert Cover.shadergraph delete mode 100644 Assets/Art/Graphs/Insert Cover.shadergraph.meta delete mode 100644 Assets/Art/Graphs/Insert Hybrid.shadergraph delete mode 100644 Assets/Art/Graphs/Insert Hybrid.shadergraph.meta delete mode 100644 Assets/Art/Graphs/InsertCover.hlsl delete mode 100644 Assets/Art/Graphs/InsertCover.hlsl.meta delete mode 100644 Assets/Art/Graphs/InsertOptics.hlsl delete mode 100644 Assets/Art/Graphs/InsertOptics.hlsl.meta delete mode 100644 Assets/Art/Materials/Insert Presets.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Clear Plastic, Faceted.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Clear Plastic, Faceted.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Clear Plastic.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Clear Plastic.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Amber.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Amber.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Blue.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Blue.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Clear Cool.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Clear Cool.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Clear.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Clear.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Green.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Green.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Orange.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Orange.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Purple.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Purple.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Red.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Red.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Teal.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Teal.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Yellow.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Color, Yellow.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Colored Plastic.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Colored Plastic.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Lamp, Incandescent.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Lamp, Incandescent.asset.meta delete mode 100644 Assets/Art/Materials/Insert Presets/Lamp, LED.asset delete mode 100644 Assets/Art/Materials/Insert Presets/Lamp, LED.asset.meta 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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template: - name: - category: - description: - icon: {instanceID: 0} - thumbnail: {instanceID: 0} - order: 0 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 --- a/Assets/Art/Graphs/InsertCover.hlsl.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: a279abca59990fb4ca6f814dd1527731 -ShaderIncludeImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: 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 index 27d5b5a0..00000000 --- a/Assets/Art/Graphs/InsertOptics.hlsl.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: a8e1d31204aa95b40a3e523f0b2b266a -ShaderIncludeImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Art/Materials/Insert Presets.meta b/Assets/Art/Materials/Insert Presets.meta deleted file mode 100644 index 1e1319e0..00000000 --- a/Assets/Art/Materials/Insert Presets.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4e9b6f4cee8bdca4082f7dade9acfe7d -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: 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 +++ /dev/null @@ -1,143 +0,0 @@ -%YAML 1.1 -%TAG !u! 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HDRP 17.5 sizes TAA's jitter wrongly for same-sign frusta, so the cabinet view falls back to SMAA. The graphics applier mapped VPE's anti-aliasing modes onto HDRP's enum by value, but HDRP orders TAA before SMAA, so choosing one gave the other. --- Runtime/HdrpGraphicsApplier.cs | 34 +++++- Runtime/HdrpWindowProjectionAdapter.cs | 115 ++++++++++++++++++++ Runtime/HdrpWindowProjectionAdapter.cs.meta | 2 + 3 files changed, 146 insertions(+), 5 deletions(-) create mode 100644 Runtime/HdrpWindowProjectionAdapter.cs create mode 100644 Runtime/HdrpWindowProjectionAdapter.cs.meta diff --git a/Runtime/HdrpGraphicsApplier.cs b/Runtime/HdrpGraphicsApplier.cs index fd19bd1b..0f994f66 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 window 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(WindowProjection.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(); diff --git a/Runtime/HdrpWindowProjectionAdapter.cs b/Runtime/HdrpWindowProjectionAdapter.cs new file mode 100644 index 00000000..595ecfbd --- /dev/null +++ b/Runtime/HdrpWindowProjectionAdapter.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 window 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 HdrpWindowProjectionAdapter : IWindowProjectionAdapter + { + [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] + private static void Register() => WindowProjection.Register(new HdrpWindowProjectionAdapter()); + + 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 WindowProjectionResult projection) + { + camera.fieldOfView = projection.EnclosingFieldOfView; + camera.aspect = projection.EnclosingAspect; + } + + public void ProjectionChanged(Camera camera, in WindowProjectionResult 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/HdrpWindowProjectionAdapter.cs.meta b/Runtime/HdrpWindowProjectionAdapter.cs.meta new file mode 100644 index 00000000..2a7a4b01 --- /dev/null +++ b/Runtime/HdrpWindowProjectionAdapter.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 36d2b5581f8f68d4a96ce907dc8ed6cd \ No newline at end of file From 77401c490f3be97885b6c5eafad22791ed7003f2 Mon Sep 17 00:00:00 2001 From: freezy Date: Thu, 15 Oct 2026 13:39:39 +0200 Subject: [PATCH 3/3] projection: rename window projection to cabinet projection --- ...ctionAdapter.cs => HdrpCabinetProjectionAdapter.cs} | 10 +++++----- ...er.cs.meta => HdrpCabinetProjectionAdapter.cs.meta} | 0 Runtime/HdrpGraphicsApplier.cs | 4 ++-- 3 files changed, 7 insertions(+), 7 deletions(-) rename Runtime/{HdrpWindowProjectionAdapter.cs => HdrpCabinetProjectionAdapter.cs} (89%) rename Runtime/{HdrpWindowProjectionAdapter.cs.meta => HdrpCabinetProjectionAdapter.cs.meta} (100%) diff --git a/Runtime/HdrpWindowProjectionAdapter.cs b/Runtime/HdrpCabinetProjectionAdapter.cs similarity index 89% rename from Runtime/HdrpWindowProjectionAdapter.cs rename to Runtime/HdrpCabinetProjectionAdapter.cs index 595ecfbd..a071106e 100644 --- a/Runtime/HdrpWindowProjectionAdapter.cs +++ b/Runtime/HdrpCabinetProjectionAdapter.cs @@ -22,7 +22,7 @@ namespace VisualPinball.Engine.Unity.Hdrp { /// - /// Lets HDRP render a camera through a cabinet window projection (an off-centre frustum). + /// Lets HDRP render a camera through a cabinet projection (an off-centre frustum). /// /// /// @@ -41,10 +41,10 @@ namespace VisualPinball.Engine.Unity.Hdrp /// the screen. Until that is patched, TAA falls back to SMAA while the projection is active. /// /// - public sealed class HdrpWindowProjectionAdapter : IWindowProjectionAdapter + public sealed class HdrpCabinetProjectionAdapter : ICabinetProjectionAdapter { [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] - private static void Register() => WindowProjection.Register(new HdrpWindowProjectionAdapter()); + private static void Register() => CabinetProjection.Register(new HdrpCabinetProjectionAdapter()); private sealed class State { @@ -74,13 +74,13 @@ public void Attach(Camera camera) HdrpGraphicsApplier.ApplyCameraAntialiasing(camera, state.AntiAliasing); } - public void ApplyMetadata(Camera camera, in WindowProjectionResult projection) + public void ApplyMetadata(Camera camera, in CabinetProjectionResult projection) { camera.fieldOfView = projection.EnclosingFieldOfView; camera.aspect = projection.EnclosingAspect; } - public void ProjectionChanged(Camera camera, in WindowProjectionResult projection, bool discontinuous) + public void ProjectionChanged(Camera camera, in CabinetProjectionResult projection, bool discontinuous) { if (_states.TryGetValue(camera, out var state)) { state.Projection = projection.Projection; diff --git a/Runtime/HdrpWindowProjectionAdapter.cs.meta b/Runtime/HdrpCabinetProjectionAdapter.cs.meta similarity index 100% rename from Runtime/HdrpWindowProjectionAdapter.cs.meta rename to Runtime/HdrpCabinetProjectionAdapter.cs.meta diff --git a/Runtime/HdrpGraphicsApplier.cs b/Runtime/HdrpGraphicsApplier.cs index 0f994f66..1e2a7fb7 100644 --- a/Runtime/HdrpGraphicsApplier.cs +++ b/Runtime/HdrpGraphicsApplier.cs @@ -43,7 +43,7 @@ public void Apply(VpeGraphicsSettings settings) } /// - /// The chosen anti-aliasing, or what the camera's window projection allows instead. Without a choice + /// 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) @@ -56,7 +56,7 @@ internal static void ApplyCameraAntialiasing(Camera cam, HDAdditionalCameraData. return; } var requested = _antiAliasing >= 0 ? (VpeAntiAliasing)_antiAliasing : ToVpe(unconfigured ?? hd.antialiasing); - hd.antialiasing = ToHdrp(WindowProjection.EffectiveAntiAliasing(cam, requested)); + hd.antialiasing = ToHdrp(CabinetProjection.EffectiveAntiAliasing(cam, requested)); } // HDRP orders its modes None, FXAA, TAA, SMAA; VPE's are None, FXAA, SMAA, TAA.