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https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-12 19:13:56 +00:00
Refactor lighting code and add wave support to shaders
Modularized lighting calculations by introducing DefaultSetup.hlsl and Lambert.hlsl includes, and updated BlendinShader, LitParticles, and Water shaders to use these macros. Added new wave-related properties and logic to Water.shader for enhanced wave effects. Improved maintainability and consistency across shaders by centralizing light and Lambertian diffuse calculations.
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7
README.md.meta
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README.md.meta
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@@ -33,6 +33,8 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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#include "UnityCG.cginc"
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#include "Includes/LightStrength.hlsl"
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#include "Includes/Lambert.hlsl"
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#include "Includes/DefaultSetup.hlsl"
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//MoonsLight Defines
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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@@ -125,23 +127,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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[loop]
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for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
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{
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if (LightCounter >= count) break;
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float3 Lightposition = _LightPositions[LightCounter].xyz;
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InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
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float distanceFromLight = length(i.worldPos - Lightposition);
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if (distanceFromLight > _LightCutoffDistance) continue;
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float sd = 0.0;
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float contrib = 0.0;
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float invSqMul = max(1e-4, _InverseSqareMultiplier);
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//Lambertian diffuse
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float3 L = normalize(Lightposition - i.worldPos); // Lightposition = light position
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float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert
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if (NdotL <= 0) continue;
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Lambert(_LightPositions[LightCounter].xyz ,i, N); //defines NdotL
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LightTypeCalculations(_LightColors, LightCounter, i, NdotL, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
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Shader/Includes.meta
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Shader/Includes.meta
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11
Shader/Includes/DefaultSetup.hlsl
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Shader/Includes/DefaultSetup.hlsl
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#ifndef InLoopSetup
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#define InLoopSetup(_LightPositions, LightCounter, count, i) \
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if (LightCounter >= count) break; \
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\
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float distanceFromLight = length(i.worldPos - _LightPositions[LightCounter].xyz); \
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if (distanceFromLight > _LightCutoffDistance) continue; \
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\
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float contrib = 0.0; \
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#endif
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Shader/Includes/DefaultSetup.hlsl.meta
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Shader/Includes/DefaultSetup.hlsl.meta
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Shader/Includes/Lambert.hlsl
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Shader/Includes/Lambert.hlsl
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#ifndef Lambert
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#define Lambert(q ,i, N) \
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float3 L = normalize(q - i.worldPos); /* q = light position */ \
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float NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
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if (NdotL <= 0) continue; \
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#endif
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Shader/Includes/Lambert.hlsl.meta
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Shader/Includes/Lambert.hlsl.meta
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@@ -1,5 +1,7 @@
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#ifndef LightTypeCalculations
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#define LightTypeCalculations(_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
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float invSqMul = max(1e-4, _InverseSqareMultiplier); \
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\
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if(_LightType[LightCounter] == 0) \
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{ \
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contrib = _LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
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7
Shader/Includes/LightStrength.hlsl.meta
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@@ -32,6 +32,9 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#include "UnityCG.cginc"
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#include "Includes/LightStrength.hlsl"
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#include "Includes/Lambert.hlsl"
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#include "Includes/DefaultSetup.hlsl"
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@@ -116,46 +119,15 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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float4 dmax = float4(0,0,0,1);
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float dIntensity = 0;
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[loop]
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for (int idx = 0; idx < MAX_LIGHTS; idx++)
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for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
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{
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if (idx >= count) break;
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float radius = _LightPositions[idx].a;
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float3 q = _LightPositions[idx].xyz;
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float distanceFromLight = length(i.worldPos - q);
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if (distanceFromLight > _LightCutoffDistance) continue;
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float sd = 0.0;
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float contrib = 0.0;
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InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
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float invSqMul = max(1e-4, _InverseSqareMultiplier);
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Lambert(_LightPositions[LightCounter].xyz ,i, N); //defines NdotL
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//Lambertian diffuse
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float3 L = normalize(q - i.worldPos); // q = light position
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float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert
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if (NdotL <= 0) continue;
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LightTypeCalculations(_LightColors, LightCounter, i, NdotL, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
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if(_LightType[idx] == 0)
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{
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float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul));
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contrib = invSq;
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//contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere
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dIntensity += contrib * NdotL;
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}
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else if (_LightType[idx] == 1)
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{
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float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul));
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float threshold = (-1 + _LightDirections[idx].w / 180);
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contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0);
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contrib= 1 - step(threshold, contrib);
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contrib = contrib * invSq;
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dIntensity += contrib * NdotL;
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}
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float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult;
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@@ -23,6 +23,14 @@ Shader "DeMuenu/World/Hoppou/Water"
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_FresnelPower ("Fresnel Power", Range(1,8)) = 5
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_ReflectionStrength ("Reflection Strength", Range(0,1)) = 0.7
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//MoonsLight END
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_WaveInput ("Wave Input", 2D) = "black" {}
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_WaveTex ("Wave Texture", 2D) = "black" {}
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_CameraScale ("Camera Scale", Float) = 15
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_CameraPositionZ ("Camera Position Z", Float) = 0
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_CameraPositionX ("Camera Position X", Float) = 0
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_WaveScale ("Wave Scale", Range(0.001, 100)) = 1
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}
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SubShader
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{
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@@ -38,6 +46,9 @@ Shader "DeMuenu/World/Hoppou/Water"
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "Includes/LightStrength.hlsl"
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#include "Includes/Lambert.hlsl"
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#include "Includes/DefaultSetup.hlsl"
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//MoonsLight Defines
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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@@ -88,6 +99,15 @@ Shader "DeMuenu/World/Hoppou/Water"
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float _SpecPower, _SpecIntensity;
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float3 _AmbientFloor;
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sampler2D _WaveInput;
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sampler2D _WaveTex;
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float2 _WaveTex_ST;
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float _CameraScale;
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float _CameraPositionZ;
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float _CameraPositionX;
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float _WaveScale;
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//Watershader specific END
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float _F0, _FresnelPower, _ReflectionStrength;
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@@ -121,10 +141,20 @@ Shader "DeMuenu/World/Hoppou/Water"
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float3 NormalOffset1 = UnpackNormal(norm).xyz;
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float3 NormalOffset2 = UnpackNormal(norm2).xyz;
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float2 waveUV = float2(_CameraPositionX - i.worldPos.x, _CameraPositionZ - i.worldPos.z) / _CameraScale / 2 + 0.5;
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fixed4 Wave = tex2D(_WaveInput, waveUV);
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if ((waveUV.x < 0.1) || (waveUV.x > 0.9) || (waveUV.y < 0.1) || (waveUV.y > 0.9)){
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Wave = float4(0,0,0,0);
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}
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//i.vertex += float4(0, Wave.g * _WaveScale, 0, 0);
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//i.worldPos += float3(0, Wave.g * _WaveScale, 0);
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//MoonsLight
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int count = (int)_PlayerCount;
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float3 N = normalize(i.worldNormal + NormalOffset1 * _NormalMapStrength1 + NormalOffset2 * _NormalMapStrength2); //for lambertian diffuse
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float3 N = normalize(i.worldNormal + NormalOffset1 * _NormalMapStrength1 + NormalOffset2 * _NormalMapStrength2 + Wave * _WaveScale); //for lambertian diffuse
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//Waterspecific
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@@ -140,53 +170,22 @@ Shader "DeMuenu/World/Hoppou/Water"
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float4 dmax = float4(0,0,0,1);
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float dIntensity = 0;
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[loop]
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for (int idx = 0; idx < MAX_LIGHTS; idx++)
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for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
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{
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if (idx >= count) break;
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float radius = _LightPositions[idx].a;
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float3 q = _LightPositions[idx].xyz;
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float distanceFromLight = length(i.worldPos - q);
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if (distanceFromLight > _LightCutoffDistance) continue;
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float sd = 0.0;
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float contrib = 0.0;
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InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
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Lambert(_LightPositions[LightCounter].xyz ,i, N);
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float invSqMul = max(1e-4, _InverseSqareMultiplier);
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LightTypeCalculations(_LightColors, LightCounter, i, NdotL, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
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//Lambertian diffuse
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float3 L = normalize(q - i.worldPos); // q = light position
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float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert
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if (NdotL <= 0) continue;
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if(_LightType[idx] == 0)
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{
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float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul));
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contrib = invSq;
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//contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere
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dIntensity += contrib * NdotL;
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}
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else if (_LightType[idx] == 1)
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{
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float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul));
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float threshold = (-1 + _LightDirections[idx].w / 180);
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contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0);
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contrib= 1 - step(threshold, contrib);
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contrib = contrib * invSq;
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dIntensity += contrib * NdotL;
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}
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float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult;
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//Watershader specific
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//float fres = Schlick(saturate(dot(N, V)), _F0, _FresnelPower);
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float3 R = reflect(-V, N);
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float spec = pow(saturate(dot(R, L)), _SpecPower);
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//return float4(spec, spec, spec,1);
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dmax.rgb += _LightColors[idx].rgb * contrib + _LightColors[idx].rgb * _SpecIntensity * spec * contrib;
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dmax.rgb += _LightColors[LightCounter].rgb * contrib + _LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib;
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dmax.a -= _SpecIntensity * spec;
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//dmax = dmax + contrib * float4(LightColor, 1); // accumulate light contributions
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