mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-12 19:13:56 +00:00
Add shadowcaster support to lighting and shaders
Introduces shadowcaster support by adding shadow map index fields to light data, updating PlayerPositionsToShader and LightdataStorage to handle shadow map indices, and extending the shader and its includes to sample shadowcaster planes. Adds ShadowcasterUpdater script and editor preview for updating world-to-local matrices, and updates relevant arrays and property handling throughout the codebase. Also adds a sample plane mesh for shadowcasting.
This commit is contained in:
@@ -17,6 +17,7 @@ public static class PlayerPositionsToShaderPreview
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public Vector4[] colors;
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public Vector4[] directions;
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public float[] types;
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public float[] shadowMapIndices;
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public int size;
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}
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@@ -66,7 +67,7 @@ public static class PlayerPositionsToShaderPreview
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static void EnsureArrays(PlayerPositionsToShader src, int required)
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{
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if (!_cache.TryGetValue(src, out var c) ||
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c.positions == null || c.colors == null || c.directions == null || c.types == null ||
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c.positions == null || c.colors == null || c.directions == null || c.types == null || c.shadowMapIndices == null ||
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c.size != required)
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{
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c = new Cache
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@@ -75,6 +76,7 @@ public static class PlayerPositionsToShaderPreview
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colors = new Vector4[required],
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directions = new Vector4[required],
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types = new float[required],
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shadowMapIndices = new float[required],
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size = required
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};
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_cache[src] = c;
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@@ -91,6 +93,7 @@ public static class PlayerPositionsToShaderPreview
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var colors = c.colors;
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var directions = c.directions;
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var types = c.types;
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var shadowMapIndices = c.shadowMapIndices;
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// Clear arrays to safe defaults
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for (int i = 0; i < max; i++)
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@@ -99,13 +102,14 @@ public static class PlayerPositionsToShaderPreview
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colors[i] = Vector4.zero;
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directions[i] = Vector4.zero;
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types[i] = 0f;
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shadowMapIndices[i] = 0f;
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}
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// Use the Editor-side function defined on the partial class
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int count = 0;
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try
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{
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src.Editor_BuildPreview(out positions, out colors, out directions, out types, out count);
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src.Editor_BuildPreview(out positions, out colors, out directions, out types, out shadowMapIndices, out count);
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// replace cache arrays if sizes changed
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if (positions.Length != c.size)
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@@ -117,6 +121,7 @@ public static class PlayerPositionsToShaderPreview
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colors = colors,
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directions = directions,
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types = types,
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shadowMapIndices = shadowMapIndices,
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size = positions.Length
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};
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}
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@@ -152,6 +157,12 @@ public static class PlayerPositionsToShaderPreview
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Shader.SetGlobalFloatArray(id, types);
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}
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if (!string.IsNullOrEmpty(src.shadowMapIndexProperty))
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{
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int id = Shader.PropertyToID(src.shadowMapIndexProperty);
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Shader.SetGlobalFloatArray(id, shadowMapIndices);
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}
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if (!string.IsNullOrEmpty(src.countProperty))
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{
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int id = Shader.PropertyToID(src.countProperty);
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142
EditorPreview/Editor/ShadowcasterUpdaterPreview.cs
Normal file
142
EditorPreview/Editor/ShadowcasterUpdaterPreview.cs
Normal file
@@ -0,0 +1,142 @@
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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[InitializeOnLoad]
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public static class ShadowcasterUpdaterPreview
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{
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const double kTickInterval = 0.1; // seconds
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static double _nextTick;
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// One shared MPB to avoid allocations each frame
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static readonly MaterialPropertyBlock sMPB = new MaterialPropertyBlock();
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// Cache: component -> property ID, and renderer -> last applied matrix
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static readonly Dictionary<ShadowcasterUpdater, int> _propId = new Dictionary<ShadowcasterUpdater, int>();
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static readonly Dictionary<Renderer, Matrix4x4> _lastW2L = new Dictionary<Renderer, Matrix4x4>();
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static readonly List<Renderer> _toRemove = new List<Renderer>(32);
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static ShadowcasterUpdaterPreview()
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{
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EditorApplication.update += Update;
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EditorApplication.hierarchyChanged += ForceTick;
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Undo.undoRedoPerformed += ForceTick;
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Selection.selectionChanged += ForceTick;
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EditorApplication.playModeStateChanged += _ => ForceTick();
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}
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public static void ForceTick() => _nextTick = 0;
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static void Update()
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{
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#if UNITY_2019_1_OR_NEWER
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if (EditorApplication.isPlayingOrWillChangePlaymode) return;
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#else
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if (EditorApplication.isPlaying) return;
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#endif
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double now = EditorApplication.timeSinceStartup;
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if (now < _nextTick) return;
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_nextTick = now + kTickInterval;
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CleanupNullRenderers();
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var behaviours = FindAllInScene();
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foreach (var b in behaviours)
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{
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if (b == null || !b.isActiveAndEnabled) continue;
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if (EditorUtility.IsPersistent(b)) continue; // skip assets/prefabs
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ApplyToBehaviour(b);
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}
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SceneView.RepaintAll();
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}
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static ShadowcasterUpdater[] FindAllInScene()
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{
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#if UNITY_2023_1_OR_NEWER
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return Object.FindObjectsByType<ShadowcasterUpdater>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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#elif UNITY_2020_1_OR_NEWER
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return Object.FindObjectsOfType<ShadowcasterUpdater>(true);
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#else
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return Resources.FindObjectsOfTypeAll<ShadowcasterUpdater>();
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#endif
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}
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static void CleanupNullRenderers()
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{
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_toRemove.Clear();
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foreach (var kv in _lastW2L)
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if (kv.Key == null) _toRemove.Add(kv.Key);
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for (int i = 0; i < _toRemove.Count; i++)
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_lastW2L.Remove(_toRemove[i]);
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}
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static int GetPropertyId(ShadowcasterUpdater b)
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{
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string name = string.IsNullOrEmpty(b.propertyName) ? "_Udon_WorldToLocal" : b.propertyName;
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if (!_propId.TryGetValue(b, out int id))
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{
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id = Shader.PropertyToID(name);
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_propId[b] = id;
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return id;
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}
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// If user changed the property name in inspector, refresh the ID
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int newId = Shader.PropertyToID(name);
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if (newId != id)
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{
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_propId[b] = newId;
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id = newId;
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}
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return id;
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}
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static void ApplyToBehaviour(ShadowcasterUpdater b)
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{
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var renderers = b.rendererTargets;
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if (renderers == null || renderers.Length == 0) return;
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int id = GetPropertyId(b);
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Matrix4x4 w2l = b.transform.worldToLocalMatrix;
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for (int i = 0; i < renderers.Length; i++)
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{
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Renderer r = renderers[i];
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if (r == null) continue;
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if (_lastW2L.TryGetValue(r, out var last) && last == w2l)
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continue; // nothing changed for this renderer
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r.GetPropertyBlock(sMPB);
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sMPB.SetMatrix(id, w2l);
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r.SetPropertyBlock(sMPB);
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_lastW2L[r] = w2l;
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}
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}
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}
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[CustomEditor(typeof(ShadowcasterUpdater))]
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public class ShadowcasterUpdaterInspector : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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GUILayout.Space(6);
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using (new EditorGUI.DisabledScope(true))
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{
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EditorGUILayout.LabelField("Edit-Mode Preview", EditorStyles.boldLabel);
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EditorGUILayout.LabelField("Keeps the matrix property updated in the Scene View.");
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}
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if (GUILayout.Button("Refresh Now"))
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{
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ShadowcasterUpdaterPreview.ForceTick();
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EditorApplication.QueuePlayerLoopUpdate();
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SceneView.RepaintAll();
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}
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}
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}
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#endif
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11
EditorPreview/Editor/ShadowcasterUpdaterPreview.cs.meta
Normal file
11
EditorPreview/Editor/ShadowcasterUpdaterPreview.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0491ab6ce27c5ba449e98288f0e3d8ed
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -9,6 +9,7 @@ public partial class PlayerPositionsToShader
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out Vector4[] colors,
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out Vector4[] directions,
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out float[] types,
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out float[] shadowMapIndices,
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out int count)
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{
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int max = Mathf.Max(1, maxLights);
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@@ -17,11 +18,11 @@ public partial class PlayerPositionsToShader
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colors = new Vector4[max];
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directions = new Vector4[max];
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types = new float[max];
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shadowMapIndices = new float[max];
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count = 0;
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// ✅ Avoid Array.Empty<T>(); just guard the loop
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if (otherLightSources != null)
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{
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if (otherLightSources == null) return;
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for (int i = 0; i < otherLightSources.Length && count < max; i++)
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{
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Transform t = otherLightSources[i];
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@@ -31,23 +32,30 @@ public partial class PlayerPositionsToShader
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Vector3 pos = t.position;
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float range = (data != null) ? data.range * t.localScale.x : t.localScale.x;
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// rgb = color, a = intensity (packed to match runtime/shader)
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Vector4 col = (data != null) ? data.GetFinalColor() : new Vector4(1f, 1f, 1f, 1f);
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float intens = (data != null) ? data.intensity * t.localScale.x : 1f;
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float cosHalf = (data != null) ? data.GetCosHalfAngle() : 1f;
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float intensity = (data != null) ? data.intensity * t.localScale.x : 1f;
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// w = cosHalfAngle (0 for omni)
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float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
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// 0=Omni, 1=Spot, 2=Directional (your custom enum)
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int typeId = (data != null) ? data.GetTypeId() : 0;
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float shIndex = (data != null) ? data.shadowMapIndex : 0f;
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Quaternion rot = t.rotation;
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Vector3 fwd = rot * Vector3.down;
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positions[count] = new Vector4(pos.x, pos.y, pos.z, range);
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colors[count] = new Vector4(col.x, col.y, col.z, intens);
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directions[count] = new Vector4(fwd.x, fwd.y, fwd.z, data.spotAngleDeg);
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colors[count] = new Vector4(col.x, col.y, col.z, intensity);
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directions[count] = new Vector4(fwd.x, fwd.y, fwd.z, cosHalf);
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types[count] = (float)typeId;
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shadowMapIndices[count] = shIndex;
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count++;
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}
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}
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}
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}
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#endif
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8
Mesh.meta
Normal file
8
Mesh.meta
Normal file
@@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
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guid: 2d573c2258a40a04f9932e8910763931
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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BIN
Mesh/Plane.fbx
Normal file
BIN
Mesh/Plane.fbx
Normal file
Binary file not shown.
109
Mesh/Plane.fbx.meta
Normal file
109
Mesh/Plane.fbx.meta
Normal file
@@ -0,0 +1,109 @@
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fileFormatVersion: 2
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guid: 26a14a3ac3d4388458abdbca51f4efc8
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ModelImporter:
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serializedVersion: 22200
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internalIDToNameTable: []
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externalObjects: {}
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materials:
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materialImportMode: 2
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materialName: 0
|
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materialSearch: 1
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materialLocation: 1
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animations:
|
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legacyGenerateAnimations: 4
|
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bakeSimulation: 0
|
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resampleCurves: 1
|
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optimizeGameObjects: 0
|
||||
removeConstantScaleCurves: 0
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||||
motionNodeName:
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||||
rigImportErrors:
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||||
rigImportWarnings:
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||||
animationImportErrors:
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||||
animationImportWarnings:
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||||
animationRetargetingWarnings:
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||||
animationDoRetargetingWarnings: 0
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importAnimatedCustomProperties: 0
|
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importConstraints: 0
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animationCompression: 1
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animationRotationError: 0.5
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animationPositionError: 0.5
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animationScaleError: 0.5
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animationWrapMode: 0
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extraExposedTransformPaths: []
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extraUserProperties: []
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clipAnimations: []
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isReadable: 0
|
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meshes:
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lODScreenPercentages: []
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globalScale: 1
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meshCompression: 0
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addColliders: 0
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useSRGBMaterialColor: 1
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||||
sortHierarchyByName: 1
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||||
importPhysicalCameras: 1
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importVisibility: 1
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importBlendShapes: 1
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importCameras: 1
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||||
importLights: 1
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nodeNameCollisionStrategy: 1
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fileIdsGeneration: 2
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swapUVChannels: 0
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generateSecondaryUV: 0
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useFileUnits: 1
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keepQuads: 0
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weldVertices: 1
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bakeAxisConversion: 0
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preserveHierarchy: 0
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skinWeightsMode: 0
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maxBonesPerVertex: 4
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minBoneWeight: 0.001
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optimizeBones: 1
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meshOptimizationFlags: -1
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indexFormat: 0
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secondaryUVAngleDistortion: 8
|
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secondaryUVAreaDistortion: 15.000001
|
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secondaryUVHardAngle: 88
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secondaryUVMarginMethod: 1
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secondaryUVMinLightmapResolution: 40
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secondaryUVMinObjectScale: 1
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secondaryUVPackMargin: 4
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useFileScale: 1
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strictVertexDataChecks: 0
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tangentSpace:
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normalSmoothAngle: 60
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normalImportMode: 0
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tangentImportMode: 3
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normalCalculationMode: 4
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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blendShapeNormalImportMode: 1
|
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normalSmoothingSource: 0
|
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referencedClips: []
|
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importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
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rootMotionBoneName:
|
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hasTranslationDoF: 0
|
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hasExtraRoot: 0
|
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skeletonHasParents: 1
|
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lastHumanDescriptionAvatarSource: {instanceID: 0}
|
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autoGenerateAvatarMappingIfUnspecified: 1
|
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animationType: 2
|
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humanoidOversampling: 1
|
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avatarSetup: 0
|
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
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importBlendShapeDeformPercent: 1
|
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remapMaterialsIfMaterialImportModeIsNone: 0
|
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additionalBone: 0
|
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -32,6 +32,10 @@ public class LightdataStorage : UdonSharpBehaviour
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||||
[Tooltip("0 = omni (no cone)")]
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public float spotAngleDeg = 0f;
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||||
|
||||
[Header("Shadow Settings")]
|
||||
[Tooltip("0 = no shadows, 1-4 = shadow map index")]
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||||
public float shadowMapIndex = 0f; // 0 = no shadows, 1-4 = shadow map index
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||||
|
||||
// Convert to a Vector4 for your shader upload
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||||
public Vector4 GetFinalColor()
|
||||
{
|
||||
|
||||
@@ -24,6 +24,9 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
public float playerLightIntensity = 5f;
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||||
public float remoteLightIntensity = 2f;
|
||||
|
||||
[Tooltip("0 = no shadows, 1-4 = shadow map index")]
|
||||
public float PlayerShadowMapIndex = 0f; // 0 = no shadows, 1-4 = shadow map index
|
||||
|
||||
|
||||
[Header("Shader property names (advanced users)")]
|
||||
[Tooltip("Vector4 array: xyz = position, w = range")]
|
||||
@@ -41,6 +44,9 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
[Tooltip("float array: light type (1=area, 2=cone, etc)")]
|
||||
public string typeProperty = "_Udon_LightType";
|
||||
|
||||
[Tooltip("float array: shadow map index (0=none, 1-4=shadow map index)")]
|
||||
public string shadowMapIndexProperty = "_Udon_ShadowMapIndex";
|
||||
|
||||
[Header("Max Lights (advanced users)")]
|
||||
[Tooltip("Hard cap / array size. 80 = default cap")]
|
||||
public int maxLights = 80;
|
||||
@@ -57,9 +63,11 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
|
||||
private float[] _TypeArray;
|
||||
private bool _TypeArray_isDirty = false;
|
||||
private float[] _ShadowMapArray;
|
||||
private bool _ShadowMap_isDirty = false;
|
||||
|
||||
private VRCPlayerApi[] _players;
|
||||
private MaterialPropertyBlock _mpb;
|
||||
|
||||
|
||||
public int currentCount { get; private set; }
|
||||
|
||||
@@ -70,6 +78,7 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
private int UdonID_LightColors;
|
||||
private int UdonID_LightDirections;
|
||||
private int UdonID_LightType;
|
||||
private int UdonID_ShadowMapIndex;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@@ -79,15 +88,16 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
_lightColors = new Vector4[maxLights];
|
||||
_directions = new Vector4[maxLights];
|
||||
_TypeArray = new float[maxLights];
|
||||
_ShadowMapArray = new float[maxLights];
|
||||
|
||||
_players = new VRCPlayerApi[maxLights];
|
||||
_mpb = new MaterialPropertyBlock();
|
||||
|
||||
UdonID_PlayerPositions = VRCShader.PropertyToID(positionsProperty);
|
||||
UdonID_LightCount = VRCShader.PropertyToID(countProperty);
|
||||
UdonID_LightColors = VRCShader.PropertyToID(colorProperty);
|
||||
UdonID_LightDirections = VRCShader.PropertyToID(directionsProperty);
|
||||
UdonID_LightType = VRCShader.PropertyToID(typeProperty);
|
||||
UdonID_ShadowMapIndex = VRCShader.PropertyToID(shadowMapIndexProperty);
|
||||
|
||||
|
||||
UpdateData();
|
||||
@@ -150,6 +160,11 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
_TypeArray[i] = 0f;
|
||||
_TypeArray_isDirty = true;
|
||||
}
|
||||
if (_ShadowMapArray[i] != PlayerShadowMapIndex)
|
||||
{
|
||||
_ShadowMapArray[i] = PlayerShadowMapIndex;
|
||||
_ShadowMap_isDirty = true;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -175,6 +190,11 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
_TypeArray[i] = 0f;
|
||||
_TypeArray_isDirty = true;
|
||||
}
|
||||
if (_ShadowMapArray[i] != 0f)
|
||||
{
|
||||
_ShadowMapArray[i] = 0f;
|
||||
_ShadowMap_isDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -230,6 +250,13 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
_TypeArray_isDirty = true;
|
||||
}
|
||||
|
||||
float shadowMapIndex = (data != null) ? data.shadowMapIndex : 0f;
|
||||
if (_ShadowMapArray[currentCount] != shadowMapIndex)
|
||||
{
|
||||
_ShadowMapArray[currentCount] = shadowMapIndex;
|
||||
_ShadowMap_isDirty = true;
|
||||
}
|
||||
|
||||
currentCount++;
|
||||
}
|
||||
}
|
||||
@@ -259,6 +286,12 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
_TypeArray[i] = 0f;
|
||||
_TypeArray_isDirty = true;
|
||||
}
|
||||
|
||||
if (_ShadowMapArray[i] != 0f)
|
||||
{
|
||||
_ShadowMapArray[i] = 0f;
|
||||
_ShadowMap_isDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -270,20 +303,23 @@ public partial class PlayerPositionsToShader : UdonSharpBehaviour
|
||||
bool pushColors = _lightColors_isDirty;
|
||||
bool pushDirs = _directions_isDirty;
|
||||
bool pushTypes = _TypeArray_isDirty && !string.IsNullOrEmpty(typeProperty);
|
||||
bool pushShadowMap = _ShadowMap_isDirty;
|
||||
|
||||
|
||||
if (pushPositions) VRCShader.SetGlobalVectorArray(UdonID_PlayerPositions, _positions);
|
||||
if (pushColors) VRCShader.SetGlobalVectorArray(UdonID_LightColors, _lightColors);
|
||||
if (pushDirs) VRCShader.SetGlobalVectorArray(UdonID_LightDirections, _directions);
|
||||
if (pushTypes) _mpb.SetFloatArray(UdonID_LightType, _TypeArray);
|
||||
if (pushTypes) VRCShader.SetGlobalFloatArray(UdonID_LightType, _TypeArray);
|
||||
if (pushShadowMap) VRCShader.SetGlobalFloatArray(UdonID_ShadowMapIndex, _ShadowMapArray);
|
||||
|
||||
VRCShader.SetGlobalFloat(UdonID_LightCount, currentCount);
|
||||
|
||||
Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
|
||||
|
||||
// Only now mark them clean
|
||||
if (pushPositions) { _positons_isDirty = false; }
|
||||
if (pushColors) { _lightColors_isDirty = false; }
|
||||
if (pushDirs) { _directions_isDirty = false; }
|
||||
if (pushTypes) { _TypeArray_isDirty = false; }
|
||||
if (pushShadowMap) { _ShadowMap_isDirty = false; }
|
||||
}
|
||||
}
|
||||
|
||||
35
Scripts/ShadowcasterUpdater.cs
Normal file
35
Scripts/ShadowcasterUpdater.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
|
||||
using System.Security.Permissions;
|
||||
using UdonSharp;
|
||||
using UnityEngine;
|
||||
using VRC.SDKBase;
|
||||
using VRC.Udon;
|
||||
|
||||
public class ShadowcasterUpdater : UdonSharpBehaviour
|
||||
{
|
||||
|
||||
public Renderer[] rendererTargets;
|
||||
public string propertyName = "_Udon_WorldToLocal";
|
||||
private MaterialPropertyBlock _mpb;
|
||||
|
||||
void Start()
|
||||
{
|
||||
_mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
var w2l = transform.worldToLocalMatrix;
|
||||
|
||||
|
||||
foreach (Renderer mat in rendererTargets)
|
||||
{
|
||||
if (mat == null) continue;
|
||||
mat.GetPropertyBlock(_mpb);
|
||||
_mpb.SetMatrix(propertyName, w2l);
|
||||
mat.SetPropertyBlock(_mpb);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
Scripts/ShadowcasterUpdater.cs.meta
Normal file
11
Scripts/ShadowcasterUpdater.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 36c63f8382c2aad48b73fe4628db0f38
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -17,6 +17,12 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
|
||||
_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
|
||||
//Moonlight END
|
||||
|
||||
_shadowCasterTex ("Shadow Caster Texture", 2D) = "white" {}
|
||||
_shadowCasterColor ("Shadow Caster Color", Color) = (1,1,1,1)
|
||||
_OutSideColor ("Outside Color", Color) = (1,1,1,1)
|
||||
_MinBrightnessShadow ("Min Brightness for Shadows", Range(0,1)) = 0
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -36,6 +42,7 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
|
||||
#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
|
||||
@@ -84,6 +91,12 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
|
||||
|
||||
MoonlightGlobalVariables
|
||||
|
||||
float4x4 _Udon_WorldToLocal;
|
||||
sampler2D _shadowCasterTex;
|
||||
float4 _shadowCasterColor;
|
||||
float4 _OutSideColor;
|
||||
float _MinBrightnessShadow;
|
||||
|
||||
|
||||
v2f vert (appdata v)
|
||||
{
|
||||
@@ -140,7 +153,15 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
|
||||
|
||||
LightTypeCalculations(_Udon_LightColors, LightCounter, i, NdotL, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz);
|
||||
|
||||
dmax = dmax + contrib * float4(LightColor, 1) * NdotL; // accumulate light contributions
|
||||
float4 ShadowCasterMult = float4(1,1,1,1);
|
||||
if (_Udon_ShadowMapIndex[LightCounter] > 0.5) {
|
||||
ShadowCasterMult = SampleShadowcasterPlane(_Udon_WorldToLocal, _shadowCasterTex, _Udon_LightPositions[LightCounter].xyz, i.worldPos, _OutSideColor);
|
||||
ShadowCasterMult *= _shadowCasterColor;
|
||||
ShadowCasterMult = float4(ShadowCasterMult.rgb * (1-ShadowCasterMult.a), 1);
|
||||
}
|
||||
|
||||
|
||||
dmax = dmax + contrib * float4(LightColor, 1) * NdotL * max(ShadowCasterMult, _MinBrightnessShadow);
|
||||
|
||||
}
|
||||
|
||||
|
||||
56
Shader/Includes/Shadowcaster.cginc
Normal file
56
Shader/Includes/Shadowcaster.cginc
Normal file
@@ -0,0 +1,56 @@
|
||||
#ifndef SHADOWCASTER_PLANE
|
||||
#define SHADOWCASTER_PLANE
|
||||
|
||||
#include "UnityCG.cginc" // for tex2Dlod, etc.
|
||||
|
||||
static const float EPS = 1e-5;
|
||||
|
||||
// Returns whether segment hits the unit plane quad in plane-local z=0.
|
||||
// Outputs uv in [0,1] and t in [0,1] along A->B.
|
||||
inline bool RaySegmentHitsPlaneQuad(float4x4 worldToLocal, float3 rayOrigin, float3 rayEnd, out float2 uv, out float t)
|
||||
{
|
||||
float3 aP = mul(worldToLocal, float4(rayOrigin, 1)).xyz;
|
||||
float3 bP = mul(worldToLocal, float4(rayEnd, 1)).xyz;
|
||||
|
||||
float3 d = bP - aP;
|
||||
float dz = d.z;
|
||||
|
||||
// Parallel-ish to plane?
|
||||
if (abs(dz) < EPS) return false;
|
||||
|
||||
// Intersect z=0
|
||||
t = -aP.z / dz;
|
||||
|
||||
// Segment only
|
||||
if (t < 0.0 || t > 1.0) return false;
|
||||
|
||||
float3 hit = aP + d * t;
|
||||
|
||||
// Inside 1x1 centered quad?
|
||||
if (abs(hit.x) > 0.5 || abs(hit.y) > 0.5) return false;
|
||||
|
||||
uv = hit.xy + 0.5; // [-0.5,0.5] -> [0,1]
|
||||
return true;
|
||||
}
|
||||
|
||||
// Fragment-shader version: uses proper filtering/mips via tex2D
|
||||
inline float4 SampleShadowcasterPlane(float4x4 worldToLocal, sampler2D tex, float3 rayOrigin, float3 rayEnd, float4 OutsideColor)
|
||||
{
|
||||
float2 uv; float t;
|
||||
if (RaySegmentHitsPlaneQuad(worldToLocal, rayOrigin, rayEnd, uv, t))
|
||||
return tex2D(tex, uv); // full color
|
||||
|
||||
return OutsideColor;
|
||||
}
|
||||
|
||||
// Anywhere (vertex/geom/compute/custom code) version: forces LOD 0
|
||||
inline float4 SampleShadowcasterPlaneLOD0(float4x4 worldToLocal, sampler2D tex, float3 rayOrigin, float3 rayEnd, float4 OutsideColor)
|
||||
{
|
||||
float2 uv; float t;
|
||||
if (RaySegmentHitsPlaneQuad(worldToLocal, rayOrigin, rayEnd, uv, t))
|
||||
return tex2Dlod(tex, float4(uv, 0, 0)); // full color at mip 0
|
||||
|
||||
return OutsideColor;
|
||||
}
|
||||
|
||||
#endif
|
||||
7
Shader/Includes/Shadowcaster.cginc.meta
Normal file
7
Shader/Includes/Shadowcaster.cginc.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 407fd8c92bce1a84ab69e3abad2320b0
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,6 +8,7 @@
|
||||
float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */ \
|
||||
float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \
|
||||
float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \
|
||||
float _Udon_ShadowMapIndex[MAX_LIGHTS];\
|
||||
float _Udon_PlayerCount; /* set via SetFloat */ \
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user