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https://github.com/DeMuenu/MoonlightVRC.git
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Add shadowcaster blur support to shaders
Introduces a _BlurPixels property and related parameters to BlendinShader and LitParticles shaders, enabling blurred shadowcaster sampling. Updates Shadowcaster.cginc to support blurred texture sampling using tex2Dgrad when blur is enabled. Also adjusts light intensity calculation in LightStrength.hlsl to remove NdotL multiplication for consistency with new shadow handling.
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@@ -15,6 +15,8 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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//Moonlight
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_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
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_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
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_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
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//Moonlight END
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@@ -107,6 +109,10 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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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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v2f vert (appdata v)
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{
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v2f o;
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@@ -170,20 +176,19 @@ Shader "DeMuenu/World/Hoppou/RevealStandart"
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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);
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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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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);
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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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dmax = dmax + contrib * float4(LightColor, 1) * ShadowCasterMult_1 * ShadowCasterMult_2;
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dmax = dmax + contrib * float4(LightColor, 1) * NdotL * ShadowCasterMult_1 * ShadowCasterMult_2;
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}
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