mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2026-05-06 18:22:22 +00:00
updated shader includes
This commit is contained in:
10
Shader/Includes/Moonlight.hlsl
Normal file
10
Shader/Includes/Moonlight.hlsl
Normal file
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#ifndef MOONLIGHT_CORE_INCLUDED
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#define MOONLIGHT_CORE_INCLUDED
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#include "Variables.hlsl"
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#include "DefaultSetup.hlsl"
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#include "LightStrength.hlsl"
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#include "Lambert.hlsl"
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#include "Shadowcaster.cginc"
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#endif
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@@ -1,14 +1,40 @@
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#ifndef MoonlightGlobalVariables
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#ifndef MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
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#define MoonlightGlobalVariables \
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#define MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
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\
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float _InverseSqareMultiplier; \
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float _InverseSqareMultiplier;
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float _LightCutoffDistance; \
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float _LightCutoffDistance;
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\
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float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */ \
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float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */
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float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */ \
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float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */
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float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \
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float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */
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float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \
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float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */
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float _Udon_ShadowMapIndex[MAX_LIGHTS];\
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float _Udon_ShadowMapIndex[MAX_LIGHTS];
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float _Udon_PlayerCount; /* set via SetFloat */ \
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float _Udon_PlayerCount; /* set via SetFloat */
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float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
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float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
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float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
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float4 _Udon_Plane_Normal_1; // xyz = unit normal
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sampler2D _Udon_shadowCasterTex_1;
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float4 _Udon_shadowCasterColor_1;
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float4 _Udon_OutSideColor_1;
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float _Udon_MinBrightnessShadow_1;
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float4 _Udon_Plane_Origin_2;
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float4 _Udon_Plane_Uinv_2;
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float4 _Udon_Plane_Vinv_2;
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float4 _Udon_Plane_Normal_2;
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sampler2D _Udon_shadowCasterTex_2;
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float4 _Udon_shadowCasterColor_2;
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float4 _Udon_OutSideColor_2;
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float _Udon_MinBrightnessShadow_2;
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float _BlurPixels;
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float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
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float4 _Udon_shadowCasterTex_2_TexelSize;
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bool _EnableShadowCasting;
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#endif
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#endif
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@@ -35,11 +35,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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#include "Includes/LightStrength.hlsl"
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#include "Includes/Moonlight.hlsl"
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#include "Includes/Lambert.hlsl"
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#include "Includes/DefaultSetup.hlsl"
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#include "Includes/Variables.hlsl"
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#include "Includes/Shadowcaster.cginc"
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@@ -79,35 +75,6 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
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float4 _EmmissiveColor;
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float4 _EmmissiveColor;
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float _EmmissiveStrength;
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float _EmmissiveStrength;
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MoonlightGlobalVariables
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float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
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float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
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float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
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float4 _Udon_Plane_Normal_1; // xyz = unit normal
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sampler2D _Udon_shadowCasterTex_1;
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float4 _Udon_shadowCasterColor_1;
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float4 _Udon_OutSideColor_1;
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float _Udon_MinBrightnessShadow_1;
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float4 _Udon_Plane_Origin_2;
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float4 _Udon_Plane_Uinv_2;
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float4 _Udon_Plane_Vinv_2;
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float4 _Udon_Plane_Normal_2;
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sampler2D _Udon_shadowCasterTex_2;
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float4 _Udon_shadowCasterColor_2;
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float4 _Udon_OutSideColor_2;
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float _Udon_MinBrightnessShadow_2;
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float _BlurPixels;
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float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
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float4 _Udon_shadowCasterTex_2_TexelSize;
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bool _EnableShadowCasting;
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v2f vert (appdata v)
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v2f vert (appdata v)
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{
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{
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v2f o;
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v2f o;
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@@ -37,17 +37,13 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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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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#include "Includes/Variables.hlsl"
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#include "Includes/Shadowcaster.cginc"
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//Moonlight Defines
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//Moonlight Defines
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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//Moonlight Defines END
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//Moonlight Defines END
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#include "UnityCG.cginc"
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#include "Includes/Moonlight.hlsl"
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struct appdata
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struct appdata
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{
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{
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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@@ -89,35 +85,6 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
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float _EmmissiveStrength;
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float _EmmissiveStrength;
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MoonlightGlobalVariables
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float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
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float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
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float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
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float4 _Udon_Plane_Normal_1; // xyz = unit normal
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sampler2D _Udon_shadowCasterTex_1;
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float4 _Udon_shadowCasterColor_1;
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float4 _Udon_OutSideColor_1;
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float _Udon_MinBrightnessShadow_1;
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float4 _Udon_Plane_Origin_2;
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float4 _Udon_Plane_Uinv_2;
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float4 _Udon_Plane_Vinv_2;
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float4 _Udon_Plane_Normal_2;
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sampler2D _Udon_shadowCasterTex_2;
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float4 _Udon_shadowCasterColor_2;
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float4 _Udon_OutSideColor_2;
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float _Udon_MinBrightnessShadow_2;
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float _BlurPixels;
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float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
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float4 _Udon_shadowCasterTex_2_TexelSize;
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bool _EnableShadowCasting;
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v2f vert (appdata v)
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v2f vert (appdata v)
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{
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{
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v2f o;
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v2f o;
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@@ -39,17 +39,13 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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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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#include "Includes/Variables.hlsl"
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#include "Includes/Shadowcaster.cginc"
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//Moonlight Defines
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//Moonlight Defines
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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//Moonlight Defines END
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//Moonlight Defines END
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#include "UnityCG.cginc"
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#include "Includes/Moonlight.hlsl"
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struct appdata
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struct appdata
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{
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{
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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@@ -97,37 +93,6 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
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float _EmmissiveStrength;
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float _EmmissiveStrength;
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MoonlightGlobalVariables
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float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
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float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
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float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
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float4 _Udon_Plane_Normal_1; // xyz = unit normal
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sampler2D _Udon_shadowCasterTex_1;
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float4 _Udon_shadowCasterColor_1;
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float4 _Udon_OutSideColor_1;
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float _Udon_MinBrightnessShadow_1;
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float4 _Udon_Plane_Origin_2;
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float4 _Udon_Plane_Uinv_2;
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float4 _Udon_Plane_Vinv_2;
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float4 _Udon_Plane_Normal_2;
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sampler2D _Udon_shadowCasterTex_2;
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float4 _Udon_shadowCasterColor_2;
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float4 _Udon_OutSideColor_2;
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float _Udon_MinBrightnessShadow_2;
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float _BlurPixels;
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float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
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float4 _Udon_shadowCasterTex_2_TexelSize;
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bool _EnableShadowCasting;
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v2f vert (appdata v)
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v2f vert (appdata v)
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{
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{
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v2f o;
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v2f o;
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@@ -49,17 +49,13 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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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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#include "Includes/Variables.hlsl"
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#include "Includes/Shadowcaster.cginc"
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//Moonlight Defines
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//Moonlight Defines
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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//Moonlight Defines END
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//Moonlight Defines END
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#include "UnityCG.cginc"
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#include "Includes/Moonlight.hlsl"
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struct appdata
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struct appdata
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{
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{
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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@@ -96,35 +92,6 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
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float _MinTransparency;
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float _MinTransparency;
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MoonlightGlobalVariables
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float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
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float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
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float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
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float4 _Udon_Plane_Normal_1; // xyz = unit normal
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sampler2D _Udon_shadowCasterTex_1;
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float4 _Udon_shadowCasterColor_1;
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float4 _Udon_OutSideColor_1;
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float _Udon_MinBrightnessShadow_1;
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float4 _Udon_Plane_Origin_2;
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float4 _Udon_Plane_Uinv_2;
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float4 _Udon_Plane_Vinv_2;
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float4 _Udon_Plane_Normal_2;
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sampler2D _Udon_shadowCasterTex_2;
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float4 _Udon_shadowCasterColor_2;
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float4 _Udon_OutSideColor_2;
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float _Udon_MinBrightnessShadow_2;
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float _BlurPixels;
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float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
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float4 _Udon_shadowCasterTex_2_TexelSize;
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bool _EnableShadowCasting;
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//Watershader specific
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//Watershader specific
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float _SpecPower, _SpecIntensity;
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float _SpecPower, _SpecIntensity;
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float3 _AmbientFloor;
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float3 _AmbientFloor;
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Reference in New Issue
Block a user