Merge pull request #1 from DeMuenu/MakeModular

Make modular
This commit is contained in:
DeMuenu
2025-09-26 20:17:34 +02:00
committed by GitHub
16 changed files with 267 additions and 296 deletions

7
README.md.meta Normal file
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@@ -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
@@ -32,10 +32,14 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
#pragma fragment frag
#include "UnityCG.cginc"
#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
{
@@ -52,11 +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
};
@@ -75,16 +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)
@@ -96,11 +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;
}
@@ -114,71 +109,30 @@ 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 idx = 0; idx < MAX_LIGHTS; idx++)
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
if (idx >= count) break;
float radius = _LightPositions[idx].a;
float3 q = _LightPositions[idx].xyz;
float distanceFromLight = length(i.worldPos - q);
if (distanceFromLight > _LightCutoffDistance) continue;
float sd = 0.0;
float contrib = 0.0;
float invSqMul = max(1e-4, _InverseSqareMultiplier);
InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
//Lambertian diffuse
float3 L = normalize(q - i.worldPos); // q = light position
float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert
if (NdotL <= 0) continue;
if(_LightType[idx] == 0)
{
float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul));
contrib = invSq;
//contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere
dIntensity += contrib * NdotL;
}
else if (_LightType[idx] == 1)
{
float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul));
float threshold = (-1 + _LightDirections[idx].w / 180);
contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0);
contrib= 1 - step(threshold, contrib);
contrib = contrib * invSq;
dIntensity += contrib * NdotL;
}
float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult;
Lambert(_LightPositions[LightCounter].xyz ,i, N); //defines NdotL
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;
}

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@@ -0,0 +1,20 @@
#ifndef InLoopSetup
#define InLoopSetup(_LightPositions, LightCounter, count, i) \
if (LightCounter >= count) break; \
\
float distanceFromLight = length(i.worldPos - _LightPositions[LightCounter].xyz); \
if (distanceFromLight > _LightCutoffDistance) continue; \
\
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

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@@ -0,0 +1,7 @@
#ifndef Lambert
#define Lambert(q ,i, N) \
float3 L = normalize(q - i.worldPos); /* q = light position */ \
float NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
if (NdotL <= 0) continue; \
#endif

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@@ -0,0 +1,25 @@
#ifndef LightTypeCalculations
#define LightTypeCalculations(_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
float invSqMul = max(1e-4, _InverseSqareMultiplier); \
\
if(_LightType[LightCounter] == 0) \
{ \
contrib = _LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
\
dIntensity += contrib * NdotL; \
} \
else if (_LightType[LightCounter] == 1) \
{ \
float invSq = _LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
float threshold = (-1 + _LightDirections[LightCounter].w / 180); \
\
contrib = min(dot(normalize(i.worldPos - Lightposition), -normalize(_LightDirections[LightCounter].xyz)), 0); \
contrib= 1 - step(threshold, contrib); \
\
contrib = contrib * invSq; \
dIntensity += contrib * NdotL; \
} \
float3 LightColor = _LightColors[LightCounter].xyz; \
#endif

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@@ -0,0 +1,14 @@
#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

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@@ -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
@@ -32,6 +32,10 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
#define MAX_LIGHTS 80 // >= maxPlayers in script
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
@@ -50,13 +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;
@@ -72,16 +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)
@@ -91,12 +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;
@@ -108,72 +103,29 @@ 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*/
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 idx = 0; idx < MAX_LIGHTS; idx++)
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
if (idx >= count) break;
float radius = _LightPositions[idx].a;
float3 q = _LightPositions[idx].xyz;
float distanceFromLight = length(i.worldPos - q);
if (distanceFromLight > _LightCutoffDistance) continue;
float sd = 0.0;
float contrib = 0.0;
float invSqMul = max(1e-4, _InverseSqareMultiplier);
//Lambertian diffuse
float3 L = normalize(q - i.worldPos); // q = light position
float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert
if (NdotL <= 0) continue;
if(_LightType[idx] == 0)
{
float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul));
contrib = invSq;
//contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere
dIntensity += contrib * NdotL;
}
else if (_LightType[idx] == 1)
{
float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul));
float threshold = (-1 + _LightDirections[idx].w / 180);
contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0);
contrib= 1 - step(threshold, contrib);
contrib = contrib * invSq;
dIntensity += contrib * NdotL;
}
float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult;
InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
Lambert(_LightPositions[LightCounter].xyz ,i, N); //defines NdotL
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;

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@@ -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

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@@ -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 +22,15 @@ 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" {}
_CameraScale ("Camera Scale", Float) = 15
_CameraPositionZ ("Camera Position Z", Float) = 0
_CameraPositionX ("Camera Position X", Float) = 0
_WaveScale ("Wave Scale", Range(0.001, 100)) = 1
}
SubShader
{
@@ -38,10 +46,14 @@ Shader "DeMuenu/World/Hoppou/Water"
#pragma fragment frag
#include "UnityCG.cginc"
#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
{
@@ -56,10 +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;
@@ -74,20 +86,21 @@ Shader "DeMuenu/World/Hoppou/Water"
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;
float3 _AmbientFloor;
sampler2D _WaveInput;
sampler2D _WaveTex;
float2 _WaveTex_ST;
float _CameraScale;
float _CameraPositionZ;
float _CameraPositionX;
float _WaveScale;
//Watershader specific END
float _F0, _FresnelPower, _ReflectionStrength;
@@ -96,7 +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)
{
@@ -104,11 +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;
}
@@ -121,72 +134,44 @@ Shader "DeMuenu/World/Hoppou/Water"
float3 NormalOffset1 = UnpackNormal(norm).xyz;
float3 NormalOffset2 = UnpackNormal(norm2).xyz;
//MoonsLight
int count = (int)_PlayerCount;
float2 waveUV = float2(_CameraPositionX - i.worldPos.x, _CameraPositionZ - i.worldPos.z) / _CameraScale / 2 + 0.5;
fixed4 Wave = tex2D(_WaveInput, waveUV);
if ((waveUV.x < 0.1) || (waveUV.x > 0.9) || (waveUV.y < 0.1) || (waveUV.y > 0.9)){
Wave = float4(0,0,0,0);
}
float3 N = normalize(i.worldNormal + NormalOffset1 * _NormalMapStrength1 + NormalOffset2 * _NormalMapStrength2); //for lambertian diffuse
//i.vertex += float4(0, Wave.g * _WaveScale, 0, 0);
//i.worldPos += float3(0, Wave.g * _WaveScale, 0);
//Moonlight
float3 N = normalize(i.worldNormal + NormalOffset1 * _NormalMapStrength1 + NormalOffset2 * _NormalMapStrength2 + Wave * _WaveScale); //for lambertian diffuse
//Waterspecific
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 idx = 0; idx < MAX_LIGHTS; idx++)
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
if (idx >= count) break;
float radius = _LightPositions[idx].a;
float3 q = _LightPositions[idx].xyz;
InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
float distanceFromLight = length(i.worldPos - q);
if (distanceFromLight > _LightCutoffDistance) continue;
Lambert(_LightPositions[LightCounter].xyz ,i, N);
float sd = 0.0;
float contrib = 0.0;
LightTypeCalculations(_LightColors, LightCounter, i, 1, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
float invSqMul = max(1e-4, _InverseSqareMultiplier);
//Lambertian diffuse
float3 L = normalize(q - i.worldPos); // q = light position
float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert
if (NdotL <= 0) continue;
if(_LightType[idx] == 0)
{
float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul));
contrib = invSq;
//contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere
dIntensity += contrib * NdotL;
}
else if (_LightType[idx] == 1)
{
float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul));
float threshold = (-1 + _LightDirections[idx].w / 180);
contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0);
contrib= 1 - step(threshold, contrib);
contrib = contrib * invSq;
dIntensity += contrib * NdotL;
}
float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult;
//Watershader specific
//float fres = Schlick(saturate(dot(N, V)), _F0, _FresnelPower);
float3 R = reflect(-V, N);
float spec = pow(saturate(dot(R, L)), _SpecPower);
//return float4(spec, spec, spec,1);
dmax.rgb += _LightColors[idx].rgb * contrib + _LightColors[idx].rgb * _SpecIntensity * spec * contrib;
dmax.rgb += _LightColors[LightCounter].rgb * contrib + _LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib;
dmax.a -= _SpecIntensity * spec;
//dmax = dmax + contrib * float4(LightColor, 1); // accumulate light contributions
@@ -202,10 +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 ;

View File

@@ -0,0 +1,62 @@
Shader "DeMuenu/World/Hoppou/WaterParticle"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_AlphaMap ("Alpha Map", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
Blend SrcAlpha OneMinusSrcAlpha // normal alpha blend (not additive)
ZWrite Off
Lighting Off
Cull Off
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
float4 color : COLOR;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AlphaMap;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv) * _Color;
float alpha = tex2D(_AlphaMap, i.uv).r;
return col * alpha * i.color; // col.a drives the blend
}
ENDCG
}
}
}

View File

@@ -0,0 +1,9 @@
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guid: 257e74905e73c3a40bcd4a4b35d3d647
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant: