updated shader includes

This commit is contained in:
DeMuenu
2026-03-24 16:01:31 +01:00
parent a1e808ad92
commit 08866b359b
6 changed files with 58 additions and 156 deletions

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@@ -0,0 +1,10 @@
#ifndef MOONLIGHT_CORE_INCLUDED
#define MOONLIGHT_CORE_INCLUDED
#include "Variables.hlsl"
#include "DefaultSetup.hlsl"
#include "LightStrength.hlsl"
#include "Lambert.hlsl"
#include "Shadowcaster.cginc"
#endif

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@@ -1,14 +1,40 @@
#ifndef MoonlightGlobalVariables #ifndef MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
#define MoonlightGlobalVariables \ #define MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
\
float _InverseSqareMultiplier; \ float _InverseSqareMultiplier;
float _LightCutoffDistance; \ float _LightCutoffDistance;
\
float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */ \ float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */
float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */ \ float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */
float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \ float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */
float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \ float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */
float _Udon_ShadowMapIndex[MAX_LIGHTS];\ float _Udon_ShadowMapIndex[MAX_LIGHTS];
float _Udon_PlayerCount; /* set via SetFloat */ \ float _Udon_PlayerCount; /* set via SetFloat */
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
#endif #endif

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@@ -35,11 +35,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
#define MAX_LIGHTS 80 // >= maxPlayers in script #define MAX_LIGHTS 80 // >= maxPlayers in script
#include "UnityCG.cginc" #include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl" #include "Includes/Moonlight.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
@@ -79,35 +75,6 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
float4 _EmmissiveColor; float4 _EmmissiveColor;
float _EmmissiveStrength; float _EmmissiveStrength;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v) v2f vert (appdata v)
{ {
v2f o; v2f o;

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@@ -37,17 +37,13 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines //Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script #define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END //Moonlight Defines END
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
struct appdata struct appdata
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
@@ -89,35 +85,6 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
float _EmmissiveStrength; float _EmmissiveStrength;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v) v2f vert (appdata v)
{ {
v2f o; v2f o;

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@@ -39,17 +39,13 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
#pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ DIRLIGHTMAP_COMBINED
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines //Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script #define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END //Moonlight Defines END
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
struct appdata struct appdata
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
@@ -97,37 +93,6 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
float _EmmissiveStrength; float _EmmissiveStrength;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v) v2f vert (appdata v)
{ {
v2f o; v2f o;

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@@ -49,17 +49,13 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
#pragma vertex vert #pragma vertex vert
#pragma fragment frag #pragma fragment frag
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines //Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script #define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END //Moonlight Defines END
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
struct appdata struct appdata
{ {
float4 vertex : POSITION; float4 vertex : POSITION;
@@ -96,35 +92,6 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
float _MinTransparency; float _MinTransparency;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
//Watershader specific //Watershader specific
float _SpecPower, _SpecIntensity; float _SpecPower, _SpecIntensity;
float3 _AmbientFloor; float3 _AmbientFloor;