From a1e808ad92d9dda0e1485f268247022155e99d8b Mon Sep 17 00:00:00 2001 From: DeMuenu <96650288+DeMuenu@users.noreply.github.com> Date: Tue, 24 Mar 2026 15:45:31 +0100 Subject: [PATCH] optimisations from gemini (not tested) --- EditorPreview/LightUpdater.Editor.cs | 25 +++++---- README.md | 2 +- Scripts/LightUpdater.cs | 67 ++++++++++++++++++++---- Scripts/LightdataStorage.cs | 22 +++++++- Scripts/ShadowcasterUpdater.cs | 78 ++++++++++++++++++---------- Shader/Includes/DefaultSetup.hlsl | 8 ++- Shader/Includes/Lambert.hlsl | 4 +- Shader/Includes/LightStrength.hlsl | 16 +++--- Shader/LitParticles_2SP.shader | 31 ++++++----- Shader/Standard_2SP.shader | 32 +++++++----- Shader/Standard_Lightmap_2SP.shader | 32 +++++++----- Shader/Water_2SP.shader | 31 ++++++----- 12 files changed, 231 insertions(+), 117 deletions(-) diff --git a/EditorPreview/LightUpdater.Editor.cs b/EditorPreview/LightUpdater.Editor.cs index 3161938..4e6a036 100644 --- a/EditorPreview/LightUpdater.Editor.cs +++ b/EditorPreview/LightUpdater.Editor.cs @@ -21,38 +21,37 @@ public partial class LightUpdater shadowMapIndices = new float[max]; count = 0; - if (otherLightSources == null) return; + LightdataStorage[] sceneLights = Object.FindObjectsOfType(); - for (int i = 0; i < otherLightSources.Length && count < max; i++) + for (int i = 0; i < sceneLights.Length && count < max; i++) { - Transform t = otherLightSources[i]; - if (t == null || !t.gameObject.activeInHierarchy) continue; + LightdataStorage data = sceneLights[i]; + if (data == null || !data.gameObject.activeInHierarchy) continue; - LightdataStorage data = t.GetComponent(); + Transform t = data.transform; // w = cosHalfAngle (0 for omni) - float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f; + float cosHalf = data.GetCosHalfAngle(); Vector3 pos = t.position; float range = 0; if (data.lightType == LightType.Sphere) { - range = (data != null) ? data.range * t.localScale.x : t.localScale.x; + range = data.range * t.localScale.x; } else { - range = (data != null) ? Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))): 0f; + range = Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))); } // 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; - + Vector4 col = data.GetFinalColor(); + float intensity = data.intensity * t.localScale.x; // 0=Omni, 1=Spot, 2=Directional (your custom enum) - int typeId = (data != null) ? data.GetTypeId() : 0; + int typeId = data.GetTypeId(); - float shIndex = (data != null) ? data.shadowMapIndex : 0f; + float shIndex = data.shadowMapIndex; Quaternion rot = t.rotation; Vector3 fwd = rot * Vector3.down; diff --git a/README.md b/README.md index 7cc19ef..ba16da0 100644 --- a/README.md +++ b/README.md @@ -40,7 +40,7 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400 3. For lights, attach `LightdataStorage` to a Transform and configure: - `range`, `type`, `color`, `intensity`, and `spotAngleDeg`. -4. Add the light transform to your `LightUpdater` component's `otherLightSources` array. +4. On your light's `LightdataStorage` component, assign your scene's `LightUpdater` to the `Light Updater` field. This allows lights to be added or removed dynamically at runtime. 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. diff --git a/Scripts/LightUpdater.cs b/Scripts/LightUpdater.cs index 2c4a7fb..df0f2f7 100644 --- a/Scripts/LightUpdater.cs +++ b/Scripts/LightUpdater.cs @@ -1,4 +1,5 @@ using System; +using System; using UdonSharp; using Unity.Mathematics; using UnityEngine; @@ -9,9 +10,6 @@ using VRC.SDK3.Rendering; public partial class LightUpdater : UdonSharpBehaviour { [Header("Lightsources")] - [Tooltip("Place Transforms here which should also emit Light (attach LightdataStorage to them).")] - public Transform[] otherLightSources; - [Header("Strength")] [Tooltip("Local player light range")] @@ -68,6 +66,9 @@ public partial class LightUpdater : UdonSharpBehaviour private float[] _ShadowMapArray; private bool _ShadowMap_isDirty = false; + private LightdataStorage[] _sceneLights; + private int _sceneLightCount = 0; + private VRCPlayerApi[] _players; @@ -91,6 +92,7 @@ public partial class LightUpdater : UdonSharpBehaviour _directions = new Vector4[maxLights]; _TypeArray = new float[maxLights]; _ShadowMapArray = new float[maxLights]; + _sceneLights = new LightdataStorage[maxLights]; _players = new VRCPlayerApi[maxLights]; @@ -101,11 +103,56 @@ public partial class LightUpdater : UdonSharpBehaviour UdonID_LightType = VRCShader.PropertyToID(typeProperty); UdonID_ShadowMapIndex = VRCShader.PropertyToID(shadowMapIndexProperty); - UpdateData(); PushToRenderers(); } + public void RegisterLight(LightdataStorage light) + { + if (light == null) return; + + // Prevent duplicates + for (int i = 0; i < _sceneLightCount; i++) + { + if (_sceneLights[i] == light) return; + } + + if (_sceneLightCount < _sceneLights.Length) + { + _sceneLights[_sceneLightCount] = light; + _sceneLightCount++; + } + else + { + Debug.LogError($"[MoonlightVRC] Cannot register new light, scene light limit reached ({_sceneLights.Length})"); + } + } + + public void DeregisterLight(LightdataStorage light) + { + if (light == null) return; + int foundIndex = -1; + for (int i = 0; i < _sceneLightCount; i++) + { + if (_sceneLights[i] == light) + { + foundIndex = i; + break; + } + } + + if (foundIndex != -1) + { + // Shift elements down to fill the gap + for (int i = foundIndex; i < _sceneLightCount - 1; i++) + { + _sceneLights[i] = _sceneLights[i + 1]; + } + _sceneLightCount--; + _sceneLights[_sceneLightCount] = null; // Clear the last element + } + } + void LateUpdate() { if (Time.time < _nextUpdate) return; @@ -154,6 +201,7 @@ public partial class LightUpdater : UdonSharpBehaviour if (_directions[i] != TempDir) { _directions[i] = new Vector4(TempDir.x, TempDir.y, TempDir.z, 10f); + _directions[i] = TempDir; _directions_isDirty = true; } @@ -201,14 +249,13 @@ public partial class LightUpdater : UdonSharpBehaviour } // --- Scene light sources --- - if (otherLightSources != null) + if (_sceneLights != null) { - for (int j = 0; j < otherLightSources.Length && currentCount < maxLights; j++) + for (int j = 0; j < _sceneLightCount && currentCount < maxLights; j++) { - Transform t = otherLightSources[j]; - if (t == null || !t.gameObject.activeInHierarchy) continue; - - LightdataStorage data = t.GetComponent(); + LightdataStorage data = _sceneLights[j]; + if (data == null || !data.gameObject.activeInHierarchy) continue; + Transform t = data.transform; Vector3 pos = t.position; float range = (data != null) ? data.range * t.localScale.x: t.localScale.x; diff --git a/Scripts/LightdataStorage.cs b/Scripts/LightdataStorage.cs index 3c547d5..a1a9ee4 100644 --- a/Scripts/LightdataStorage.cs +++ b/Scripts/LightdataStorage.cs @@ -1,4 +1,4 @@ -using UdonSharp; +using UdonSharp; using UnityEngine; using VRC.SDKBase; using VRC.Udon; @@ -10,6 +10,10 @@ public enum LightType { Sphere, Spot } [UdonBehaviourSyncMode(BehaviourSyncMode.None)] public class LightdataStorage : UdonSharpBehaviour { + [Header("System")] + [Tooltip("The main LightUpdater in the scene. This is required for dynamic lights.")] + public LightUpdater lightUpdater; + [Header("Type")] [Tooltip("Select the logical light type for this source.")] @@ -36,6 +40,22 @@ public class LightdataStorage : UdonSharpBehaviour [Tooltip("0 = no shadows, 1-4 = shadow map index")] public float shadowMapIndex = 0f; // 0 = no shadows, 1-4 = shadow map index + void OnEnable() + { + if (lightUpdater != null) + { + lightUpdater.RegisterLight(this); + } + } + + void OnDisable() + { + if (lightUpdater != null) + { + lightUpdater.DeregisterLight(this); + } + } + // Convert to a Vector4 for your shader upload public Vector4 GetFinalColor() { diff --git a/Scripts/ShadowcasterUpdater.cs b/Scripts/ShadowcasterUpdater.cs index 14c11cb..1ae803e 100644 --- a/Scripts/ShadowcasterUpdater.cs +++ b/Scripts/ShadowcasterUpdater.cs @@ -1,4 +1,4 @@ - + using System.Security.Permissions; using UdonSharp; using UnityEngine; @@ -18,10 +18,30 @@ public class ShadowcasterUpdater : UdonSharpBehaviour private MaterialPropertyBlock _mpb; + private int _propShadowTex; + private int _propShadowColor; + private int _propOutsideColor; + private int _propMinBrightness; + private int _propPlaneOrigin; + private int _propPlaneUinv; + private int _propPlaneVinv; + private int _propPlaneNormal; void Start() { _mpb = new MaterialPropertyBlock(); + + string suf = "_" + shadowcasterIndex.ToString(); + _propShadowTex = VRCShader.PropertyToID("_Udon_shadowCasterTex" + suf); + _propShadowColor = VRCShader.PropertyToID("_Udon_shadowCasterColor" + suf); + _propOutsideColor = VRCShader.PropertyToID("_Udon_OutSideColor" + suf); + _propMinBrightness = VRCShader.PropertyToID("_Udon_MinBrightnessShadow" + suf); + + _propPlaneOrigin = VRCShader.PropertyToID("_Udon_Plane_Origin" + suf); + _propPlaneUinv = VRCShader.PropertyToID("_Udon_Plane_Uinv" + suf); + _propPlaneVinv = VRCShader.PropertyToID("_Udon_Plane_Vinv" + suf); + _propPlaneNormal = VRCShader.PropertyToID("_Udon_Plane_Normal" + suf); + ApplyTextureData(); } @@ -31,43 +51,47 @@ public class ShadowcasterUpdater : UdonSharpBehaviour { if (mat == null) continue; mat.GetPropertyBlock(_mpb); - _mpb.SetTexture("_Udon_shadowCasterTex" + "_" + shadowcasterIndex.ToString(), ShadowcasterTexture); - _mpb.SetColor("_Udon_shadowCasterColor" + "_" + shadowcasterIndex.ToString(), TextureColor); - _mpb.SetColor("_Udon_OutSideColor" + "_" + shadowcasterIndex.ToString(), OutsideColor); - _mpb.SetFloat("_Udon_MinBrightnessShadow" + "_" + shadowcasterIndex.ToString(), MinBrightness); + if (ShadowcasterTexture != null) _mpb.SetTexture(_propShadowTex, ShadowcasterTexture); + _mpb.SetColor(_propShadowColor, TextureColor); + _mpb.SetColor(_propOutsideColor, OutsideColor); + _mpb.SetFloat(_propMinBrightness, MinBrightness); mat.SetPropertyBlock(_mpb); } } void LateUpdate() { + float quadHalfWidth = 0.5f; + float quadHalfHeight = 0.5f; + + // World-space basis directions from transform + Vector3 Udir = transform.rotation * Vector3.right; // plane local +X + Vector3 Vdir = transform.rotation * Vector3.up; // plane local +Y + + // World-space half extents after non-uniform scaling + float halfW = quadHalfWidth * transform.lossyScale.x; + float halfH = quadHalfHeight * transform.lossyScale.y; + + // Reciprocal axes so dot(r, Uinv/Vinv) -> [-0.5, 0.5] + Vector3 Uinv = Udir / (2.0f * Mathf.Max(halfW, 1e-6f)); + Vector3 Vinv = Vdir / (2.0f * Mathf.Max(halfH, 1e-6f)); + + // Unit normal + Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir)); + + Vector4 originVec = new Vector4(transform.position.x, transform.position.y, transform.position.z, 0); + Vector4 uinvVec = new Vector4(Uinv.x, Uinv.y, Uinv.z, 0); + Vector4 vinvVec = new Vector4(Vinv.x, Vinv.y, Vinv.z, 0); + Vector4 nVec = new Vector4(N.x, N.y, N.z, 0); foreach (Renderer mat in rendererTargets) { if (mat == null) continue; mat.GetPropertyBlock(_mpb); - float quadHalfWidth = 0.5f; - float quadHalfHeight = 0.5f; - - // World-space basis directions from transform - Vector3 Udir = transform.rotation * Vector3.right; // plane local +X - Vector3 Vdir = transform.rotation * Vector3.up; // plane local +Y - - // World-space half extents after non-uniform scaling - float halfW = quadHalfWidth * transform.lossyScale.x; - float halfH = quadHalfHeight * transform.lossyScale.y; - - // Reciprocal axes so dot(r, Uinv/Vinv) -> [-0.5, 0.5] - Vector3 Uinv = Udir / (2.0f * Mathf.Max(halfW, 1e-6f)); - Vector3 Vinv = Vdir / (2.0f * Mathf.Max(halfH, 1e-6f)); - - // Unit normal - Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir)); - - _mpb.SetVector("_Udon_Plane_Origin_" + shadowcasterIndex.ToString(), new Vector4(transform.position.x, transform.position.y, transform.position.z, 0)); - _mpb.SetVector("_Udon_Plane_Uinv_" + shadowcasterIndex.ToString(), new Vector4(Uinv.x, Uinv.y, Uinv.z, 0)); - _mpb.SetVector("_Udon_Plane_Vinv_" + shadowcasterIndex.ToString(), new Vector4(Vinv.x, Vinv.y, Vinv.z, 0)); - _mpb.SetVector("_Udon_Plane_Normal_" + shadowcasterIndex.ToString(), new Vector4(N.x, N.y, N.z, 0)); + _mpb.SetVector(_propPlaneOrigin, originVec); + _mpb.SetVector(_propPlaneUinv, uinvVec); + _mpb.SetVector(_propPlaneVinv, vinvVec); + _mpb.SetVector(_propPlaneNormal, nVec); mat.SetPropertyBlock(_mpb); } diff --git a/Shader/Includes/DefaultSetup.hlsl b/Shader/Includes/DefaultSetup.hlsl index 6c3b1f5..3ba5a65 100644 --- a/Shader/Includes/DefaultSetup.hlsl +++ b/Shader/Includes/DefaultSetup.hlsl @@ -2,16 +2,20 @@ #define InLoopSetup(_Udon_LightPositions, LightCounter, count, i) \ if (LightCounter >= count) break; \ \ - float distanceFromLight = length(i.worldPos - _Udon_LightPositions[LightCounter].xyz); \ + float3 lightVec = _Udon_LightPositions[LightCounter].xyz - i.worldPos; \ + float distanceFromLight = length(lightVec); \ if (distanceFromLight > _LightCutoffDistance) continue; \ \ - float contrib = 0.0; + float contrib = 0.0; \ + float3 L = lightVec / max(distanceFromLight, 1e-4); #endif #ifndef OutLoopSetup #define OutLoopSetup(i, _Udon_PlayerCount) \ int count = (int)_Udon_PlayerCount; \ + float invSqMul = max(1e-4, _InverseSqareMultiplier); \ + bool shadowCastingEnabled = _EnableShadowCasting > 0.5; \ \ float4 dmax = float4(0,0,0,1); \ float dIntensity = 0; diff --git a/Shader/Includes/Lambert.hlsl b/Shader/Includes/Lambert.hlsl index 1a8d7df..75db42b 100644 --- a/Shader/Includes/Lambert.hlsl +++ b/Shader/Includes/Lambert.hlsl @@ -1,7 +1,7 @@ #ifndef Lambert #define Lambert(q ,i, N) \ - float3 L = normalize(q - i.worldPos); /* q = light position */ \ - float NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \ + /* 'L' is inherited from InLoopSetup, avoiding an expensive normalize() */ \ + half NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \ if (NdotL <= 0) continue; \ #endif \ No newline at end of file diff --git a/Shader/Includes/LightStrength.hlsl b/Shader/Includes/LightStrength.hlsl index cd53b39..28dcfcb 100644 --- a/Shader/Includes/LightStrength.hlsl +++ b/Shader/Includes/LightStrength.hlsl @@ -1,24 +1,26 @@ #ifndef LightTypeCalculations #define LightTypeCalculations(_Udon_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \ - float invSqMul = max(1e-4, _InverseSqareMultiplier); \ + half typeId = _Udon_LightType[LightCounter]; \ \ - if(_Udon_LightType[LightCounter] == 0) \ + if(typeId == 0) \ { \ - contrib = _Udon_LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \ + float distAtten = max(1.0, distanceFromLight - radius) * invSqMul; \ + contrib = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \ \ dIntensity += contrib; \ } \ - else if (_Udon_LightType[LightCounter] == 1) \ + else if (typeId == 1) \ { \ - float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \ + float distAtten = distanceFromLight * invSqMul; \ + float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \ \ - contrib = dot(normalize(i.worldPos - Lightposition), normalize(_Udon_LightDirections[LightCounter].xyz)); \ + contrib = dot(-L, normalize(_Udon_LightDirections[LightCounter].xyz)); \ contrib = smoothstep(radius,_Udon_LightDirections[LightCounter].w, contrib); \ \ contrib = contrib * invSq; \ dIntensity += contrib; \ } \ - float3 LightColor = _Udon_LightColors[LightCounter].xyz; \ + half3 LightColor = _Udon_LightColors[LightCounter].xyz; \ #endif \ No newline at end of file diff --git a/Shader/LitParticles_2SP.shader b/Shader/LitParticles_2SP.shader index 9bd04e7..03b0658 100644 --- a/Shader/LitParticles_2SP.shader +++ b/Shader/LitParticles_2SP.shader @@ -149,20 +149,25 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP" 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)) + if (shadowCastingEnabled) { - 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); + half smIndex = _Udon_ShadowMapIndex[LightCounter]; + if ((smIndex > 0.5 && smIndex < 1.5) || smIndex > 2.5) + { + 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 (smIndex > 1.5) + { + 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) * ShadowCasterMult_1 * ShadowCasterMult_2; diff --git a/Shader/Standard_2SP.shader b/Shader/Standard_2SP.shader index 6355548..cbb91b1 100644 --- a/Shader/Standard_2SP.shader +++ b/Shader/Standard_2SP.shader @@ -176,21 +176,25 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP" 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)) + if (shadowCastingEnabled) { - 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); + half smIndex = _Udon_ShadowMapIndex[LightCounter]; + if ((smIndex > 0.5 && smIndex < 1.5) || smIndex > 2.5) + { + 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 (smIndex > 1.5) + { + 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; diff --git a/Shader/Standard_Lightmap_2SP.shader b/Shader/Standard_Lightmap_2SP.shader index 51048fe..f53dc26 100644 --- a/Shader/Standard_Lightmap_2SP.shader +++ b/Shader/Standard_Lightmap_2SP.shader @@ -190,21 +190,25 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP" 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)) + if (shadowCastingEnabled) { - 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); + half smIndex = _Udon_ShadowMapIndex[LightCounter]; + if ((smIndex > 0.5 && smIndex < 1.5) || smIndex > 2.5) + { + 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 (smIndex > 1.5) + { + 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; diff --git a/Shader/Water_2SP.shader b/Shader/Water_2SP.shader index 7b70d35..ec2fda7 100644 --- a/Shader/Water_2SP.shader +++ b/Shader/Water_2SP.shader @@ -219,20 +219,25 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP" 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)) + if (shadowCastingEnabled) { - 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); + half smIndex = _Udon_ShadowMapIndex[LightCounter]; + if ((smIndex > 0.5 && smIndex < 1.5) || smIndex > 2.5) + { + 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 (smIndex > 1.5) + { + 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