Merge pull request #6 from DeMuenu/baked-lightmaps

Baked lightmaps
This commit is contained in:
DeMuenu
2025-10-04 04:14:11 +02:00
committed by GitHub
10 changed files with 294 additions and 32 deletions

View File

@@ -1,15 +1,15 @@
// Assets/Editor/PlayerPositionsToShaderPreview.cs
// Assets/Editor/LightUpdaterPreview.cs
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[InitializeOnLoad]
public static class PlayerPositionsToShaderPreview
public static class LightUpdaterPreview
{
const double kTickInterval = 0.1; // seconds
static double _nextTick;
static readonly Dictionary<PlayerPositionsToShader, Cache> _cache = new Dictionary<PlayerPositionsToShader, Cache>();
static readonly Dictionary<LightUpdater, Cache> _cache = new Dictionary<LightUpdater, Cache>();
struct Cache
{
@@ -21,7 +21,7 @@ public static class PlayerPositionsToShaderPreview
public int size;
}
static PlayerPositionsToShaderPreview()
static LightUpdaterPreview()
{
EditorApplication.update += Update;
EditorApplication.hierarchyChanged += ForceTick;
@@ -53,18 +53,18 @@ public static class PlayerPositionsToShaderPreview
SceneView.RepaintAll();
}
static PlayerPositionsToShader[] FindAllInScene()
static LightUpdater[] FindAllInScene()
{
#if UNITY_2023_1_OR_NEWER
return Object.FindObjectsByType<PlayerPositionsToShader>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
return Object.FindObjectsByType<LightUpdater>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
#elif UNITY_2020_1_OR_NEWER
return Object.FindObjectsOfType<PlayerPositionsToShader>(true);
return Object.FindObjectsOfType<LightUpdater>(true);
#else
return Resources.FindObjectsOfTypeAll<PlayerPositionsToShader>();
return Resources.FindObjectsOfTypeAll<LightUpdater>();
#endif
}
static void EnsureArrays(PlayerPositionsToShader src, int required)
static void EnsureArrays(LightUpdater src, int required)
{
if (!_cache.TryGetValue(src, out var c) ||
c.positions == null || c.colors == null || c.directions == null || c.types == null || c.shadowMapIndices == null ||
@@ -83,7 +83,7 @@ public static class PlayerPositionsToShaderPreview
}
}
static void PushFromBehaviour(PlayerPositionsToShader src)
static void PushFromBehaviour(LightUpdater src)
{
int max = Mathf.Max(1, src.maxLights);
EnsureArrays(src, max);
@@ -171,8 +171,8 @@ public static class PlayerPositionsToShaderPreview
}
}
[CustomEditor(typeof(PlayerPositionsToShader))]
public class PlayerPositionsToShaderInspector : Editor
[CustomEditor(typeof(LightUpdater))]
public class LightUpdaterInspector : Editor
{
public override void OnInspectorGUI()
{
@@ -186,7 +186,7 @@ public class PlayerPositionsToShaderInspector : Editor
if (GUILayout.Button("Refresh Now"))
{
PlayerPositionsToShaderPreview.ForceTick();
LightUpdaterPreview.ForceTick();
EditorApplication.QueuePlayerLoopUpdate();
SceneView.RepaintAll();
}

View File

@@ -1,8 +1,8 @@
// Assets/Lighting/Scripts/PlayerPositionsToShader.Editor.cs
// Assets/Lighting/Scripts/LightUpdater.Editor.cs
#if UNITY_EDITOR
using UnityEngine;
public partial class PlayerPositionsToShader
public partial class LightUpdater
{
public void Editor_BuildPreview(
out Vector4[] positions,
@@ -30,15 +30,24 @@ public partial class PlayerPositionsToShader
LightdataStorage data = t.GetComponent<LightdataStorage>();
// w = cosHalfAngle (0 for omni)
float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
Vector3 pos = t.position;
float range = (data != null) ? data.range * t.localScale.x : t.localScale.x;
float range = 0;
if (data.lightType == LightType.Sphere)
{
range = (data != null) ? data.range * t.localScale.x : t.localScale.x;
}
else
{
range = (data != null) ? Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))): 0f;
}
// rgb = color, a = intensity (packed to match runtime/shader)
Vector4 col = (data != null) ? data.GetFinalColor() : new Vector4(1f, 1f, 1f, 1f);
float intensity = (data != null) ? data.intensity * t.localScale.x : 1f;
// w = cosHalfAngle (0 for omni)
float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
// 0=Omni, 1=Spot, 2=Directional (your custom enum)
int typeId = (data != null) ? data.GetTypeId() : 0;

View File

@@ -30,13 +30,13 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
1. Clone the code into your project.
2. Add the `PlayerPositionsToShader` component to a GameObject in your scene:
2. Add the `LightUpdater` component to a GameObject in your scene:
- Tweak strength/intensity of the local and remote player if you want them to have an attached light.
3. For lights, attach `LightdataStorage` to a Transform and configure:
- `range`, `type`, `color`, `intensity`, and `spotAngleDeg`.
4. Add the light transform to your `PlayerPositionsToShader` component's `otherLightSources` array.
4. Add the light transform to your `LightUpdater` component's `otherLightSources` array.
5. Use one of the premade shaders on your material. Or, if you feel like it, use the provided .hlsl/.cginc in your own shader. You just need to copy everything surrounded by Moonlight comments, and apply it at the end of your shader.
@@ -44,8 +44,8 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
## Editor preview
- While not in play mode, the editor helper `PlayerPositionsToShaderPreview` (EditorPreview/Editor/PlayerPositionsToShaderPreview.cs) and `ShadowcasterUpdaterPreview` (EditorPreview/Editor/ShadowcasterUpdaterPreview.cs) write the same property blocks to assigned Renderers so you can preview lighting effects in the Scene view. Those update 10 times a second.
- The editor partial helper for building preview arrays is in `EditorPreview/PlayerPositionsToShader.Editor.cs`.
- While not in play mode, the editor helper `LightUpdaterPreview` (EditorPreview/Editor/LightUpdaterPreview.cs) and `ShadowcasterUpdaterPreview` (EditorPreview/Editor/ShadowcasterUpdaterPreview.cs) write the same property blocks to assigned Renderers so you can preview lighting effects in the Scene view. Those update 10 times a second.
- The editor partial helper for building preview arrays is in `EditorPreview/LightUpdater.Editor.cs`.
---

View File

@@ -6,7 +6,7 @@ using VRC.SDKBase;
using VRC.Udon;
using VRC.SDK3.Rendering;
public partial class PlayerPositionsToShader : UdonSharpBehaviour
public partial class LightUpdater : UdonSharpBehaviour
{
[Header("Lightsources")]
[Tooltip("Place Transforms here which should also emit Light (attach LightdataStorage to them).")]
@@ -221,9 +221,17 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
Vector3 fwd = rot * Vector3.down;
float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
float Lightangle = (data != null) ? data.GetCosHalfAngle() : 0f;
Vector4 posTemp = new Vector4(pos.x, pos.y, pos.z, range);
Vector4 posTemp = Vector4.zero;
if (data.lightType == LightType.Sphere)
{
posTemp = new Vector4(pos.x, pos.y, pos.z, range);
}
else
{
posTemp = new Vector4(pos.x, pos.y, pos.z, Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))));
}
if (_positions[currentCount] != posTemp)
{
_positions[currentCount] = posTemp;
@@ -235,7 +243,7 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
_lightColors[currentCount] = colorTemp;
_lightColors_isDirty = true;
}
Vector4 dirTemp = new Vector4(fwd.x, fwd.y, fwd.z, cosHalf);
Vector4 dirTemp = new Vector4(fwd.x, fwd.y, fwd.z, Lightangle);
if (_directions[currentCount] != dirTemp)
{
_directions[currentCount] = dirTemp;

View File

@@ -11,10 +11,9 @@
else if (_Udon_LightType[LightCounter] == 1) \
{ \
float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
float threshold = (-1 + _Udon_LightDirections[LightCounter].w / 180); \
\
contrib = min(dot(normalize(i.worldPos - Lightposition), -normalize(_Udon_LightDirections[LightCounter].xyz)), 0); \
contrib= 1 - step(threshold, contrib); \
contrib = dot(normalize(i.worldPos - Lightposition), normalize(_Udon_LightDirections[LightCounter].xyz)); \
contrib = smoothstep(radius,_Udon_LightDirections[LightCounter].w, contrib); \
\
contrib = contrib * invSq; \
dIntensity += contrib; \

View File

@@ -0,0 +1,237 @@
Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalMapStrength ("Normal Map Strength", Range(0,1)) = 1
_Color ("Color", Color) = (1,1,1,1)
_EmmisiveText ("Emmissive Texture", 2D) = "white" {}
_EmmissiveColor ("Emmissive Color", Color) = (1,1,1,1)
_EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0
//Moonlight
_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
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull[_Cull]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#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
//Moonlight Defines END
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv2 : TEXCOORD1; // Lightmap UV
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float2 uvEmmis : TEXCOORD4;
float4 vertex : SV_POSITION;
float2 normUV : TEXCOORD5;
float3 worldTangent : TEXCOORD6;
float3 worldBitangent : TEXCOORD7;
//Moonlight
float3 worldPos : TEXCOORD2;
float3 worldNormal: TEXCOORD3;
//Moonlight END
#ifdef LIGHTMAP_ON
float2 lmuv : TEXCOORD8;
#endif
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _Color;
float _NormalMapStrength;
sampler2D _EmmisiveText;
float4 _EmmisiveText_ST;
float4 _EmmissiveColor;
float _EmmissiveStrength;
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;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normUV = TRANSFORM_TEX(v.uv, _NormalMap);
o.uvEmmis = TRANSFORM_TEX(v.uv, _EmmisiveText);
float3 nWS = UnityObjectToWorldNormal(v.normal);
float3 tWS = normalize(UnityObjectToWorldDir(v.tangent.xyz));
float3 bWS = normalize(cross(nWS, tWS) * v.tangent.w);
o.worldNormal = nWS;
o.worldTangent = tWS;
o.worldBitangent= bWS;
//Moonlight Vertex
float4 wp = mul(unity_ObjectToWorld, v.vertex);
o.worldPos = wp.xyz;
//o.worldNormal = UnityObjectToWorldNormal(v.normal);
//Moonlight Vertex END
#ifdef LIGHTMAP_ON
o.lmuv = v.uv2 * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 norm = tex2D(_NormalMap, i.normUV);
fixed4 emmis = tex2D(_EmmisiveText, i.uvEmmis);
//Moonlight
float3 nTS = UnpackNormal(norm);
float3 NmapWS = normalize(i.worldTangent * nTS.x +
i.worldBitangent * nTS.y +
i.worldNormal * nTS.z);
float3 N = normalize(lerp(normalize(i.worldNormal), NmapWS, saturate(_NormalMapStrength)));
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
//Lambertian diffuse
Lambert(_Udon_LightPositions[LightCounter].xyz ,i, N); //defines NdotL
LightTypeCalculations(_Udon_LightColors, LightCounter, i, NdotL, 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);
}
dmax = dmax + contrib * float4(LightColor, 1) * NdotL * ShadowCasterMult_1 * ShadowCasterMult_2;
}
//dmax.xyz = min(dmax * dIntensity, 1.0);
dmax.w = 1.0;
//Moonlight END
fixed3 lm = 0;
#ifdef LIGHTMAP_ON
// Decode handles RGBM/DoubleLDR and linear/gamma differences for you.
lm = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lmuv));
#ifdef DIRLIGHTMAP_COMBINED
// Directional lightmaps add dominant direction; improves shading on normal-mapped/curved surfaces
half4 dirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd,unity_Lightmap, i.lmuv);
lm = DecodeDirectionalLightmap(lm, dirTex, normalize(i.worldNormal));
#endif
#endif
return col * _Color * (dmax + float4(lm, 1)) + emmis * _EmmissiveStrength * _EmmissiveColor;
}
ENDCG
}
}
FallBack "Diffuse"
}

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