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https://github.com/DeMuenu/MoonlightVRC.git
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Add shadow casting toggle to shaders
Introduced an _EnableShadowCasting property to BlendinShader, LitParticles, and Water shaders, allowing shadow casting to be enabled or disabled via a material parameter. Updated shadow sampling logic to respect this toggle, and added related parameters and includes where necessary. Also added a Cull Mode property to BlendinShader for improved rendering control.
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@@ -16,9 +16,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
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_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
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_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
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_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
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//Moonlight END
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[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
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@@ -27,6 +29,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Cull[_Cull]
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Pass
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{
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@@ -113,6 +116,8 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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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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{
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v2f o;
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@@ -171,7 +176,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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float4 ShadowCasterMult_1 = 1;
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float4 ShadowCasterMult_2 = 1;
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5))
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5 && _EnableShadowCasting))
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{
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float4 sc1 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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@@ -179,7 +184,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
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ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
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}
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if (_Udon_ShadowMapIndex[LightCounter] > 1.5)
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if (_Udon_ShadowMapIndex[LightCounter] > 1.5 && (_EnableShadowCasting > 0.5))
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{
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float4 sc2 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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@@ -10,7 +10,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
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_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
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_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
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_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
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//Moonlight END
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@@ -106,6 +106,8 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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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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{
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v2f o;
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@@ -147,7 +149,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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float4 ShadowCasterMult_1 = 1;
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float4 ShadowCasterMult_2 = 1;
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5))
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5 && _EnableShadowCasting))
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{
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float4 sc1 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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@@ -155,8 +157,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
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ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
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}
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if (_Udon_ShadowMapIndex[LightCounter] > 1.5)
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{
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if (_Udon_ShadowMapIndex[LightCounter] > 1.5 && (_EnableShadowCasting > 0.5)) {
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float4 sc2 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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_Udon_Plane_Origin_2.xyz, _Udon_Plane_Uinv_2.xyz, _Udon_Plane_Vinv_2.xyz, _Udon_Plane_Normal_2.xyz,
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@@ -17,6 +17,10 @@ Shader "DeMuenu/World/Hoppou/Water"
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_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
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_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
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_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
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_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
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//Moonlight END
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_SpecPower ("Spec Power", Range(4,256)) = 64
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_SpecIntensity ("Spec Intensity", Range(0,10)) = 1
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_AmbientFloor ("Ambient Floor", Range(0,1)) = 0.08
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@@ -24,7 +28,6 @@ Shader "DeMuenu/World/Hoppou/Water"
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_F0 ("F0", Range(0,1)) = 0.02
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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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//Moonlight END
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_WaveInput ("Wave Input", 2D) = "black" {}
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_CameraScale ("Camera Scale", Float) = 15
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@@ -51,6 +54,7 @@ Shader "DeMuenu/World/Hoppou/Water"
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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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#define MAX_LIGHTS 80 // >= maxPlayers in script
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@@ -94,6 +98,33 @@ Shader "DeMuenu/World/Hoppou/Water"
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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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float _SpecPower, _SpecIntensity;
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float3 _AmbientFloor;
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@@ -185,13 +216,30 @@ Shader "DeMuenu/World/Hoppou/Water"
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LightTypeCalculations(_Udon_LightColors, LightCounter, i, 1, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz);
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float4 ShadowCasterMult_1 = 1;
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float4 ShadowCasterMult_2 = 1;
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5 && _EnableShadowCasting))
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{
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float4 sc1 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
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_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
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ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
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}
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if (_Udon_ShadowMapIndex[LightCounter] > 1.5 && (_EnableShadowCasting > 0.5)) {
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float4 sc2 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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_Udon_Plane_Origin_2.xyz, _Udon_Plane_Uinv_2.xyz, _Udon_Plane_Vinv_2.xyz, _Udon_Plane_Normal_2.xyz,
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_Udon_shadowCasterTex_2, _Udon_OutSideColor_2, _Udon_shadowCasterColor_2, _BlurPixels, _Udon_shadowCasterTex_2_TexelSize.xy);
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ShadowCasterMult_2 = max(sc2, _Udon_MinBrightnessShadow_2);
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}
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//Watershader specific
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//float fres = Schlick(saturate(dot(N, V)), _F0, _FresnelPower);
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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 += _Udon_LightColors[LightCounter].rgb * contrib + _Udon_LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib;
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dmax.rgb += _Udon_LightColors[LightCounter].rgb * contrib * ShadowCasterMult_1 * ShadowCasterMult_2 + _Udon_LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib * ShadowCasterMult_1 * ShadowCasterMult_2;
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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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