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.
This commit is contained in:
DeMuenu
2025-10-02 16:03:25 +02:00
parent 8e740bd636
commit 6981c39859
3 changed files with 62 additions and 8 deletions

View File

@@ -16,9 +16,11 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
//Moonlight END
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
@@ -27,6 +29,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull[_Cull]
Pass
{
@@ -113,6 +116,8 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v)
{
v2f o;
@@ -171,7 +176,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5))
if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5 && _EnableShadowCasting))
{
float4 sc1 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
@@ -179,7 +184,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
if (_Udon_ShadowMapIndex[LightCounter] > 1.5)
if (_Udon_ShadowMapIndex[LightCounter] > 1.5 && (_EnableShadowCasting > 0.5))
{
float4 sc2 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,

View File

@@ -10,7 +10,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
//Moonlight END
@@ -106,6 +106,8 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v)
{
v2f o;
@@ -147,7 +149,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5))
if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5 && _EnableShadowCasting))
{
float4 sc1 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
@@ -155,8 +157,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
if (_Udon_ShadowMapIndex[LightCounter] > 1.5)
{
if (_Udon_ShadowMapIndex[LightCounter] > 1.5 && (_EnableShadowCasting > 0.5)) {
float4 sc2 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
_Udon_Plane_Origin_2.xyz, _Udon_Plane_Uinv_2.xyz, _Udon_Plane_Vinv_2.xyz, _Udon_Plane_Normal_2.xyz,

View File

@@ -17,6 +17,10 @@ Shader "DeMuenu/World/Hoppou/Water"
_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
//Moonlight END
_SpecPower ("Spec Power", Range(4,256)) = 64
_SpecIntensity ("Spec Intensity", Range(0,10)) = 1
_AmbientFloor ("Ambient Floor", Range(0,1)) = 0.08
@@ -24,7 +28,6 @@ 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
//Moonlight END
_WaveInput ("Wave Input", 2D) = "black" {}
_CameraScale ("Camera Scale", Float) = 15
@@ -51,6 +54,7 @@ Shader "DeMuenu/World/Hoppou/Water"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script
@@ -94,6 +98,33 @@ Shader "DeMuenu/World/Hoppou/Water"
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
float _SpecPower, _SpecIntensity;
float3 _AmbientFloor;
@@ -185,13 +216,30 @@ Shader "DeMuenu/World/Hoppou/Water"
LightTypeCalculations(_Udon_LightColors, LightCounter, i, 1, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz);
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5 && _EnableShadowCasting))
{
float4 sc1 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
if (_Udon_ShadowMapIndex[LightCounter] > 1.5 && (_EnableShadowCasting > 0.5)) {
float4 sc2 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
_Udon_Plane_Origin_2.xyz, _Udon_Plane_Uinv_2.xyz, _Udon_Plane_Vinv_2.xyz, _Udon_Plane_Normal_2.xyz,
_Udon_shadowCasterTex_2, _Udon_OutSideColor_2, _Udon_shadowCasterColor_2, _BlurPixels, _Udon_shadowCasterTex_2_TexelSize.xy);
ShadowCasterMult_2 = max(sc2, _Udon_MinBrightnessShadow_2);
}
//Watershader specific
//float fres = Schlick(saturate(dot(N, V)), _F0, _FresnelPower);
float spec = pow(saturate(dot(R, L)), _SpecPower);
//return float4(spec, spec, spec,1);
dmax.rgb += _Udon_LightColors[LightCounter].rgb * contrib + _Udon_LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib;
dmax.rgb += _Udon_LightColors[LightCounter].rgb * contrib * ShadowCasterMult_1 * ShadowCasterMult_2 + _Udon_LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib * ShadowCasterMult_1 * ShadowCasterMult_2;
dmax.a -= _SpecIntensity * spec;
//dmax = dmax + contrib * float4(LightColor, 1); // accumulate light contributions