diff --git a/Shader/BlendinShader.shader b/Shader/BlendinShader.shader index 466a621..1389553 100644 --- a/Shader/BlendinShader.shader +++ b/Shader/BlendinShader.shader @@ -12,10 +12,10 @@ Shader "DeMuenu/World/Hoppou/RevealStandart" _EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0 - //MoonsLight + //Moonlight _InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1 _LightCutoffDistance ("Light Cutoff Distance", Float) = 100 - //MoonsLight END + //Moonlight END @@ -35,10 +35,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart" #include "Includes/LightStrength.hlsl" #include "Includes/Lambert.hlsl" #include "Includes/DefaultSetup.hlsl" + #include "Includes/Variables.hlsl" - //MoonsLight Defines + //Moonlight Defines #define MAX_LIGHTS 80 // >= maxPlayers in script - //MoonsLight Defines END + //Moonlight Defines END struct appdata { @@ -55,11 +56,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart" //UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; - //MoonsLight + //Moonlight float3 worldPos : TEXCOORD2; float3 worldNormal: TEXCOORD3; - //MoonsLight END + //Moonlight END }; @@ -78,16 +79,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart" float _EmmissiveStrength; - //MoonsLight variables - float _InverseSqareMultiplier; - float _LightCutoffDistance; - - float4 _LightPositions[MAX_LIGHTS]; // xyz = position - float4 _LightColors[MAX_LIGHTS]; // xyz = position - float4 _LightDirections[MAX_LIGHTS]; // xyz = direction, w = cos(halfAngle) - float _LightType[MAX_LIGHTS]; // 0 = sphere, 1 = cone - float _PlayerCount; // set via SetFloat - //MoonsLight variables END + MoonlightGlobalVariables v2f vert (appdata v) @@ -99,11 +91,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart" o.uvEmmis = TRANSFORM_TEX(v.uv, _EmmisiveText); - //MoonsLight Vertex + //Moonlight Vertex float4 wp = mul(unity_ObjectToWorld, v.vertex); o.worldPos = wp.xyz; o.worldNormal = UnityObjectToWorldNormal(v.normal); - //MoonsLight Vertex END + //Moonlight Vertex END return o; } @@ -117,13 +109,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart" fixed4 emmis = tex2D(_EmmisiveText, i.uvEmmis); - //MoonsLight - int count = (int)_PlayerCount; + //Moonlight + float3 N = normalize(i.worldNormal); /*for lambertian diffuse*/ + + OutLoopSetup(i, _PlayerCount) //defines count, N, dmax, dIntensity - float3 N = normalize(i.worldNormal); //for lambertian diffuse - // Example: compute distance to nearest player - float4 dmax = float4(0,0,0,1); - float dIntensity = 0; [loop] for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++) { @@ -135,22 +125,14 @@ Shader "DeMuenu/World/Hoppou/RevealStandart" LightTypeCalculations(_LightColors, LightCounter, i, NdotL, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz); - - dmax = dmax + contrib * float4(LightColor, 1) * NdotL; // accumulate light contributions - - - } //dmax.xyz = min(dmax * dIntensity, 1.0); dmax.w = 1.0; - dmax = dmax; - - - //MoonsLight END + //Moonlight END return col * _Color * dmax + emmis * _EmmissiveStrength * _EmmissiveColor; } diff --git a/Shader/Includes/DefaultSetup.hlsl b/Shader/Includes/DefaultSetup.hlsl index 580cf63..9ee1e01 100644 --- a/Shader/Includes/DefaultSetup.hlsl +++ b/Shader/Includes/DefaultSetup.hlsl @@ -8,4 +8,12 @@ float contrib = 0.0; \ +#endif + +#ifndef OutLoopSetup +#define OutLoopSetup(i, _PlayerCount) \ + int count = (int)_PlayerCount; \ + \ + float4 dmax = float4(0,0,0,1); \ + float dIntensity = 0; \ #endif \ No newline at end of file diff --git a/Shader/Includes/Variables.hlsl b/Shader/Includes/Variables.hlsl new file mode 100644 index 0000000..c994e75 --- /dev/null +++ b/Shader/Includes/Variables.hlsl @@ -0,0 +1,13 @@ +#ifndef MoonlightGlobalVariables +#define MoonlightGlobalVariables \ + \ + float _InverseSqareMultiplier; \ + float _LightCutoffDistance; \ + \ + float4 _LightPositions[MAX_LIGHTS]; /* xyz = position */ \ + float4 _LightColors[MAX_LIGHTS]; /* xyz = position */ \ + float4 _LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \ + float _LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \ + float _PlayerCount; /* set via SetFloat */ \ + \ +#endif \ No newline at end of file diff --git a/Shader/LitParticles.shader b/Shader/LitParticles.shader index 61d82ce..7a347a8 100644 --- a/Shader/LitParticles.shader +++ b/Shader/LitParticles.shader @@ -6,10 +6,10 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles" _Color ("Color", Color) = (1,1,1,1) - //MoonsLight + //Moonlight _InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1 _LightCutoffDistance ("Light Cutoff Distance", Float) = 100 - //MoonsLight END + //Moonlight END @@ -35,6 +35,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles" #include "Includes/LightStrength.hlsl" #include "Includes/Lambert.hlsl" #include "Includes/DefaultSetup.hlsl" + #include "Includes/Variables.hlsl" @@ -53,13 +54,13 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles" { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; - //MoonsLight + //Moonlight float3 worldPos : TEXCOORD2; float4 color : COLOR; float3 worldNormal: TEXCOORD3; - //MoonsLight END + //Moonlight END }; sampler2D _MainTex; @@ -75,16 +76,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles" float _EmmissiveStrength; - //MoonsLight - float _InverseSqareMultiplier; - float _LightCutoffDistance; - - float4 _LightPositions[MAX_LIGHTS]; // xyz = position - float4 _LightColors[MAX_LIGHTS]; // xyz = position - float4 _LightDirections[MAX_LIGHTS]; // xyz = direction, w = cos(halfAngle) - float _LightType[MAX_LIGHTS]; // 0 = sphere, 1 = cone - float _PlayerCount; // set via SetFloat - //MoonsLight END + MoonlightGlobalVariables v2f vert (appdata v) @@ -94,12 +86,12 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles" o.uv = TRANSFORM_TEX(v.uv, _MainTex); - //MoonsLight + //Moonlight float4 wp = mul(unity_ObjectToWorld, v.vertex); o.worldPos = wp.xyz; o.color = v.color; o.worldNormal = UnityObjectToWorldNormal(v.normal); - //MoonsLight END + //Moonlight END return o; @@ -111,13 +103,11 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles" fixed4 col = tex2D(_MainTex, i.uv); - //MoonsLight - int count = (int)_PlayerCount; + //Moonlight + float3 N = normalize(i.worldNormal); /*for lambertian diffuse*/ - float3 N = normalize(i.worldNormal); //for lambertian diffuse - // Example: compute distance to nearest player - float4 dmax = float4(0,0,0,1); - float dIntensity = 0; + OutLoopSetup(i, _PlayerCount) //defines count, N, dmax, dIntensity + [loop] for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++) { @@ -128,24 +118,14 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles" LightTypeCalculations(_LightColors, LightCounter, i, NdotL, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz); - - - dmax = dmax + contrib * float4(LightColor, 1) * NdotL; // accumulate light contributions - - - } //dmax.xyz = min(dmax * dIntensity, 1.0); dmax.w = 1.0; - dmax = dmax; - - - //MoonsLight END - + //Moonlight END return col * _Color * min(dmax, 1.0) * i.color; diff --git a/Shader/MoonsLight.cingc b/Shader/MoonsLight.cingc deleted file mode 100644 index 3da0818..0000000 --- a/Shader/MoonsLight.cingc +++ /dev/null @@ -1,90 +0,0 @@ -#ifndef MOONSLIGHT_INCLUDED -#define MOONSLIGHT_INCLUDED - -// You can override this before including if TEXCOORD2 is taken: -// #define MOONSLIGHT_TEXCOORD TEXCOORD4 -#ifndef MOONSLIGHT_TEXCOORD -#define MOONSLIGHT_TEXCOORD TEXCOORD2 -#endif - -// Pick a safe max for your target hardware. -#ifndef MAX_LIGHTS -#define MAX_LIGHTS 80 -#endif - -#include "UnityCG.cginc" - -// ---------- Uniforms (set from script as Global/Material arrays) ---------- -uniform float4 _LightPositions[MAX_LIGHTS]; // xyz = pos, w = radius -uniform float4 _LightColors[MAX_LIGHTS]; // xyz = rgb (not normalized), w = intensity scalar -uniform float4 _LightDirections[MAX_LIGHTS]; // xyz = dir, w = half-angle in degrees (cone) -uniform float _LightType[MAX_LIGHTS]; // 0 = sphere, 1 = cone -uniform float _PlayerCount; - -// ---------- Helpers you can inject into your v2f / vertex ---------- -#define MOONSLIGHT_V2F_MEMBERS float3 worldPos : MOONSLIGHT_TEXCOORD; - -inline void MoonsLight_FillV2F(float4 vertexOS, out float3 worldPos) -{ - worldPos = mul(unity_ObjectToWorld, vertexOS).xyz; -} - -// ---------- Core lighting (return value is 0..1 rgba contribution) ---------- -inline float4 MoonsLight_Accumulate(float3 worldPos, float3 worldNormal) -{ - float3 N = normalize(worldNormal); - float4 accum = float4(0,0,0,1); - float dIntensity = 0.0; - - int count = (int)_PlayerCount; - - [loop] - for (int idx = 0; idx < MAX_LIGHTS; idx++) - { - if (idx >= count) break; - - float3 q = _LightPositions[idx].xyz; - float radius = _LightPositions[idx].w; - - float3 L = normalize(q - worldPos); - float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert - float contrib = 0.0; - - if (_LightType[idx] == 0.0) - { - // Sphere (SDF-ish falloff reused from your code) - float sd = length(worldPos - q) - radius; - sd = lerp(1.0, -sd, step(0.0, sd)); - contrib = min(1.0, max(max(sd, max(0.01, _LightColors[idx].a) / (sd * sd)), 0.01)); - dIntensity += contrib * NdotL; - } - else - { - // Cone (directional spot) - float threshold = (-1 + _LightDirections[idx].w / 180.0); - contrib = min(dot(normalize(worldPos - q), -normalize(_LightDirections[idx].xyz)), 0.0); - contrib = 1.0 - step(threshold, contrib); - float distanceFromLight = length(worldPos - q); - contrib = min(1.0, contrib * (max(0.01, _LightColors[idx].a) / (distanceFromLight * distanceFromLight))); - dIntensity += contrib * NdotL; - } - - float3 lightRgb = normalize(_LightColors[idx].xyz); - accum += contrib * float4(lightRgb, 1.0); - } - - accum.xyz = normalize(accum.xyz); - accum.xyz = min(accum.xyz * dIntensity, 1.0); - accum.w = 1.0; - return min(accum, 1.0); -} - -// Optional: reuse your camera-distance fade -inline float4 MoonsLight_ApplyDistanceFade(float4 color, float3 worldPos, float distanceFadeMultiplier, float distanceMin) -{ - float dist = length(_WorldSpaceCameraPos.xyz - worldPos) / 100.0; - color.xyz *= min(1.0, max(distanceMin, max(0.0, 1.0 - abs(dist) * distanceFadeMultiplier))); - return color; -} - -#endif // MOONSLIGHT_INCLUDED diff --git a/Shader/MoonsLight.cingc.meta b/Shader/MoonsLight.cingc.meta deleted file mode 100644 index f32c089..0000000 --- a/Shader/MoonsLight.cingc.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 76476ee372212af4e9094c2e42bc3cc5 -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Shader/Water.shader b/Shader/Water.shader index 61a98bd..5c318b6 100644 --- a/Shader/Water.shader +++ b/Shader/Water.shader @@ -11,7 +11,7 @@ Shader "DeMuenu/World/Hoppou/Water" _NormalMapScrollSpeed ("Normal Map Scroll Speed", Float) = 0.1 _NormalMapScrollSpeed2 ("Normal Map 2 Scroll Speed", Float) = 0.05 - //MoonsLight + //Moonlight _InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1 _LightCutoffDistance ("Light Cutoff Distance", Float) = 100 @@ -22,7 +22,7 @@ Shader "DeMuenu/World/Hoppou/Water" _F0 ("F0", Range(0,1)) = 0.02 _FresnelPower ("Fresnel Power", Range(1,8)) = 5 _ReflectionStrength ("Reflection Strength", Range(0,1)) = 0.7 - //MoonsLight END + //Moonlight END _WaveInput ("Wave Input", 2D) = "black" {} _WaveTex ("Wave Texture", 2D) = "black" {} @@ -49,10 +49,11 @@ Shader "DeMuenu/World/Hoppou/Water" #include "Includes/LightStrength.hlsl" #include "Includes/Lambert.hlsl" #include "Includes/DefaultSetup.hlsl" + #include "Includes/Variables.hlsl" - //MoonsLight Defines + //Moonlight Defines #define MAX_LIGHTS 80 // >= maxPlayers in script - //MoonsLight Defines END + //Moonlight Defines END struct appdata { @@ -67,10 +68,10 @@ Shader "DeMuenu/World/Hoppou/Water" float2 uvnorm : TEXCOORD1; float4 vertex : SV_POSITION; - //MoonsLight + //Moonlight float3 worldPos : TEXCOORD2; float3 worldNormal: TEXCOORD3; - //MoonsLight END + //Moonlight END }; sampler2D _MainTex; @@ -84,16 +85,8 @@ Shader "DeMuenu/World/Hoppou/Water" float _NormalMapScrollSpeed; float _NormalMapScrollSpeed2; - - //MoonsLight variables - float _InverseSqareMultiplier; - float _LightCutoffDistance; - - float4 _LightPositions[MAX_LIGHTS]; // xyz = position - float4 _LightColors[MAX_LIGHTS]; // xyz = position - float4 _LightDirections[MAX_LIGHTS]; // xyz = direction, w = cos(halfAngle) - float _LightType[MAX_LIGHTS]; // 0 = sphere, 1 = cone - float _PlayerCount; // set via SetFloat + + MoonlightGlobalVariables //Watershader specific float _SpecPower, _SpecIntensity; @@ -116,7 +109,7 @@ Shader "DeMuenu/World/Hoppou/Water" float f = pow(saturate(1.0 - NoV), power); return saturate(F0 + (1.0 - F0) * f); } - //MoonsLight variables END + //Moonlight variables END v2f vert (appdata v) { @@ -124,11 +117,11 @@ Shader "DeMuenu/World/Hoppou/Water" o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uvnorm = TRANSFORM_TEX(v.uv, _NormalMap); - //MoonsLight Vertex + //Moonlight Vertex float4 wp = mul(unity_ObjectToWorld, v.vertex); o.worldPos = wp.xyz; o.worldNormal = UnityObjectToWorldNormal(v.normal); - //MoonsLight Vertex END + //Moonlight Vertex END return o; } @@ -151,9 +144,7 @@ Shader "DeMuenu/World/Hoppou/Water" //i.worldPos += float3(0, Wave.g * _WaveScale, 0); - //MoonsLight - int count = (int)_PlayerCount; - + //Moonlight float3 N = normalize(i.worldNormal + NormalOffset1 * _NormalMapStrength1 + NormalOffset2 * _NormalMapStrength2 + Wave * _WaveScale); //for lambertian diffuse @@ -161,14 +152,9 @@ Shader "DeMuenu/World/Hoppou/Water" float3 V = normalize(_WorldSpaceCameraPos - i.worldPos); float3 R = reflect(-V, N); //for reflection vector //Waterspecific END - //return float4(R,1); - + OutLoopSetup(i, _PlayerCount) //defines count, N, dmax, dIntensity - - // Example: compute distance to nearest player - float4 dmax = float4(0,0,0,1); - float dIntensity = 0; [loop] for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++) { @@ -201,10 +187,7 @@ Shader "DeMuenu/World/Hoppou/Water" dmax.w = 1.0; dmax.a = dmax.a * _ReflectionStrength * fres; - - //MoonsLight END - - + //Moonlight END // Final color return col * _Color * dmax ;