lygia
/v1.1.4
/lighting
/gooch
)render with a gooch stylistic shading model
Dependencies:
lygia
/v1.1.4
/lighting
/material
/roughness
.glsl
lygia
/v1.1.4
/lighting
/material
/normal
.glsl
lygia
/v1.1.4
/lighting
/material
/albedo
.glsl
lygia
/v1.1.4
/lighting
/diffuse
.glsl
lygia
/v1.1.4
/lighting
/specular
.glsl
lygia
/v1.1.4
/lighting
/material
.glsl
lygia
/v1.1.4
/sample
/shadowPCF
.glsl
Use:
<vec4> gooch(<vec4> albedo, <vec3> normal, <vec3> light, <vec3> view, <float> roughness)
#ifndef SURFACE_POSITION
#define SURFACE_POSITION v_position
#endif
#ifndef CAMERA_POSITION
#define CAMERA_POSITION vec3(0.0, 0.0, -10.0);
#endif
#ifndef LIGHT_POSITION
#define LIGHT_POSITION vec3(0.0, 10.0, -50.0)
#endif
#ifndef GOOCH_WARM
#define GOOCH_WARM vec3(0.25, 0.15, 0.0)
#endif
#ifndef GOOCH_COLD
#define GOOCH_COLD vec3(0.0, 0.0, 0.2)
#endif
#ifndef GOOCH_SPECULAR
#define GOOCH_SPECULAR vec3(1.0, 1.0, 1.0)
#endif
#ifndef FNC_GOOCH
#define FNC_GOOCH
vec4 gooch(const in vec4 albedo, const in vec3 normal, const in vec3 light, const in vec3 view, const in float roughness, const in float shadow) {
vec3 warm = GOOCH_WARM + albedo.rgb * 0.6;
vec3 cold = GOOCH_COLD + albedo.rgb * 0.1;
vec3 l = normalize(light);
vec3 n = normalize(normal);
vec3 v = normalize(view);
// Lambert Diffuse
float diff = diffuse(l, n, v, roughness) * shadow;
// Phong Specular
float spec = specular(l, n, v, roughness) * shadow;
return vec4(mix(mix(cold, warm, diff), GOOCH_SPECULAR, spec), albedo.a);
}
vec4 gooch(const in vec4 albedo, const in vec3 normal, const in vec3 light, const in vec3 view, const in float roughness) {
return gooch(albedo, normal, light, view, roughness, 1.0);
}
vec4 gooch(Material material) {
vec3 pos = CAMERA_POSITION - material.position;
#ifdef LIGHT_DIRECTION
vec3 lig = LIGHT_DIRECTION;
#else
vec3 lig = LIGHT_POSITION - material.position;
#endif
return gooch(material.albedo, material.normal, lig, pos, material.roughness, material.shadow);
}
#endif
Dependencies:
lygia
/v1.1.4
/lighting
/material
/roughness
.glsl
lygia
/v1.1.4
/lighting
/material
/normal
.glsl
lygia
/v1.1.4
/lighting
/material
/albedo
.glsl
lygia
/v1.1.4
/lighting
/diffuse
.glsl
lygia
/v1.1.4
/lighting
/specular
.glsl
lygia
/v1.1.4
/lighting
/material
.glsl
lygia
/v1.1.4
/lighting
/UnityLightingCommon
.glsl
Use:
<float4> gooch(<float4> albedo, <float3> normal, <float3> light, <float3> view, <float> roughness)
#ifndef CAMERA_POSITION
#if defined(UNITY_COMPILER_HLSL)
#define CAMERA_POSITION _WorldSpaceCameraPos
#else
#define CAMERA_POSITION float3(0.0, 0.0, -10.0)
#endif
#endif
#ifndef LIGHT_POSITION
#if defined(UNITY_COMPILER_HLSL)
#define LIGHT_POSITION _WorldSpaceLightPos0.xyz
#else
#define LIGHT_POSITION float3(0.0, 10.0, -50.0)
#endif
#endif
#ifndef GOOCH_WARM
#define GOOCH_WARM float3(0.25, 0.15, 0.0)
#endif
#ifndef GOOCH_COLD
#define GOOCH_COLD float3(0.0, 0.0, 0.2)
#endif
#ifndef GOOCH_SPECULAR
#if defined(UNITY_COMPILER_HLSL)
#define GOOCH_SPECULAR _LightColor0.rgb
#else
#define GOOCH_SPECULAR float3(1.0, 1.0, 1.0)
#endif
#endif
#ifndef FNC_GOOCH
#define FNC_GOOCH
float4 gooch(float4 albedo, float3 normal, float3 light, float3 view, float roughness, float shadow) {
float3 warm = GOOCH_WARM + albedo.rgb * 0.6;
float3 cold = GOOCH_COLD + albedo.rgb * 0.1;
float3 l = normalize(light);
float3 n = normalize(normal);
float3 v = normalize(view);
// Lambert Diffuse
float diff = diffuse(l, n, v, roughness) * shadow;
// Phong Specular
float spec = specular(l, n, v, roughness) * shadow;
return float4(lerp(lerp(cold, warm, diff), GOOCH_SPECULAR, spec), albedo.a);
}
float4 gooch(float4 albedo, float3 normal, float3 light, float3 view, float roughness) {
return gooch(albedo, normal, light, view, roughness, 1.0);
}
float4 gooch(Material material) {
#ifdef LIGHT_DIRECTION
return gooch(material.albedo, material.normal, LIGHT_DIRECTION, (CAMERA_POSITION - material.position), material.roughness, material.shadow);
#else
return gooch(material.albedo, material.normal, (LIGHT_POSITION - material.position), (CAMERA_POSITION - material.position), material.roughness, material.shadow);
#endif
}
#endif
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