Tuesday, 1 January 2019

Unity Shader reference Notes - Multi Light

multi light is done in different passes.

base pass


  • First directional light is in the base pass
  • base pass is drawn no matter if there is a directional light.
  • declare in Tags before CGPROGRAM after pass
  • vertex light need to be in base pass , declare with VERTEXLIGHT_ON

          

add pass

  • Enable the blending between base and add pass by Blend One One
  • support directional / point / spot light  : multi_compile_fwdadd

          

include file

include file aim to reuse code include all the vertex / fragment function code and some variables declaration and includes files.
Include is just simple replace all the code in the included file to the including file.
  • a typical including declare is like this. It prevent include the same files twice.

          
  • include file ends with "cginc"
  • base pass and add pass can use the same include file

support different lights

  • according to different light type calculate the light.dir differently
  • UNITY_LIGHT_ATTENUATION(atten , vertextOut , vertextOut. worldPos ) provide the attenuation for point and spot light, it will always be 1 for directional light.

          

vertex light

  • four vertex lights can be used. When pixel lights reach the set limited, Unity switch to vertex light.
  • to set the pixel light limitation : edit -> project setting -> quality -> pixel light count
  • declare in base pass   #pragma multi_compile _ VERTEXLIGHT_ON
  • In vertex out structure declare vertexLightcolor to pass the vertex light to fragment function
  • light.
          
  • calculate the vertex light using the function ShadePointLight()
          Unity records the vertex lights position, color and attenuation in the following variable


  • vertex light is put into indirect light

          
One thing on vertex light is very important
To force vertex light , put the vertex light to not important render mode in light setting

environment Light

  • environmental light is captured by spherical harmonic function in Unity.
  • the function should only be used in the base pass
  • the function should contribute to the indirect diffuse light.          

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