mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2026-05-06 10:22:20 +00:00
optimisations from gemini (not tested)
This commit is contained in:
@@ -21,38 +21,37 @@ public partial class LightUpdater
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shadowMapIndices = new float[max];
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count = 0;
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if (otherLightSources == null) return;
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LightdataStorage[] sceneLights = Object.FindObjectsOfType<LightdataStorage>();
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for (int i = 0; i < otherLightSources.Length && count < max; i++)
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for (int i = 0; i < sceneLights.Length && count < max; i++)
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{
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Transform t = otherLightSources[i];
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if (t == null || !t.gameObject.activeInHierarchy) continue;
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LightdataStorage data = sceneLights[i];
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if (data == null || !data.gameObject.activeInHierarchy) continue;
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LightdataStorage data = t.GetComponent<LightdataStorage>();
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Transform t = data.transform;
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// w = cosHalfAngle (0 for omni)
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float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
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float cosHalf = data.GetCosHalfAngle();
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Vector3 pos = t.position;
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float range = 0;
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if (data.lightType == LightType.Sphere)
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{
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range = (data != null) ? data.range * t.localScale.x : t.localScale.x;
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range = data.range * t.localScale.x;
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}
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else
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{
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range = (data != null) ? Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))): 0f;
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range = Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0)));
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}
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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 intensity = (data != null) ? data.intensity * t.localScale.x : 1f;
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Vector4 col = data.GetFinalColor();
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float intensity = data.intensity * t.localScale.x;
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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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int typeId = data.GetTypeId();
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float shIndex = (data != null) ? data.shadowMapIndex : 0f;
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float shIndex = data.shadowMapIndex;
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Quaternion rot = t.rotation;
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Vector3 fwd = rot * Vector3.down;
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@@ -40,7 +40,7 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
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3. For lights, attach `LightdataStorage` to a Transform and configure:
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- `range`, `type`, `color`, `intensity`, and `spotAngleDeg`.
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4. Add the light transform to your `LightUpdater` component's `otherLightSources` array.
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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.
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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.
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@@ -1,4 +1,5 @@
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using System;
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using System;
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using UdonSharp;
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using Unity.Mathematics;
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using UnityEngine;
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@@ -9,9 +10,6 @@ using VRC.SDK3.Rendering;
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public partial class LightUpdater : UdonSharpBehaviour
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{
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[Header("Lightsources")]
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[Tooltip("Place Transforms here which should also emit Light (attach LightdataStorage to them).")]
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public Transform[] otherLightSources;
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[Header("Strength")]
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[Tooltip("Local player light range")]
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@@ -68,6 +66,9 @@ public partial class LightUpdater : UdonSharpBehaviour
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private float[] _ShadowMapArray;
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private bool _ShadowMap_isDirty = false;
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private LightdataStorage[] _sceneLights;
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private int _sceneLightCount = 0;
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private VRCPlayerApi[] _players;
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@@ -91,6 +92,7 @@ public partial class LightUpdater : UdonSharpBehaviour
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_directions = new Vector4[maxLights];
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_TypeArray = new float[maxLights];
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_ShadowMapArray = new float[maxLights];
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_sceneLights = new LightdataStorage[maxLights];
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_players = new VRCPlayerApi[maxLights];
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@@ -101,11 +103,56 @@ public partial class LightUpdater : UdonSharpBehaviour
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UdonID_LightType = VRCShader.PropertyToID(typeProperty);
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UdonID_ShadowMapIndex = VRCShader.PropertyToID(shadowMapIndexProperty);
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UpdateData();
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PushToRenderers();
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}
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public void RegisterLight(LightdataStorage light)
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{
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if (light == null) return;
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// Prevent duplicates
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for (int i = 0; i < _sceneLightCount; i++)
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{
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if (_sceneLights[i] == light) return;
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}
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if (_sceneLightCount < _sceneLights.Length)
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{
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_sceneLights[_sceneLightCount] = light;
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_sceneLightCount++;
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}
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else
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{
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Debug.LogError($"[MoonlightVRC] Cannot register new light, scene light limit reached ({_sceneLights.Length})");
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}
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}
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public void DeregisterLight(LightdataStorage light)
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{
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if (light == null) return;
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int foundIndex = -1;
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for (int i = 0; i < _sceneLightCount; i++)
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{
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if (_sceneLights[i] == light)
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{
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foundIndex = i;
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break;
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}
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}
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if (foundIndex != -1)
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{
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// Shift elements down to fill the gap
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for (int i = foundIndex; i < _sceneLightCount - 1; i++)
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{
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_sceneLights[i] = _sceneLights[i + 1];
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}
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_sceneLightCount--;
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_sceneLights[_sceneLightCount] = null; // Clear the last element
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}
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}
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void LateUpdate()
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{
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if (Time.time < _nextUpdate) return;
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@@ -154,6 +201,7 @@ public partial class LightUpdater : UdonSharpBehaviour
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if (_directions[i] != TempDir)
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{
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_directions[i] = new Vector4(TempDir.x, TempDir.y, TempDir.z, 10f);
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_directions[i] = TempDir;
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_directions_isDirty = true;
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}
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@@ -201,14 +249,13 @@ public partial class LightUpdater : UdonSharpBehaviour
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}
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// --- Scene light sources ---
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if (otherLightSources != null)
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if (_sceneLights != null)
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{
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for (int j = 0; j < otherLightSources.Length && currentCount < maxLights; j++)
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for (int j = 0; j < _sceneLightCount && currentCount < maxLights; j++)
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{
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Transform t = otherLightSources[j];
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if (t == null || !t.gameObject.activeInHierarchy) continue;
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LightdataStorage data = t.GetComponent<LightdataStorage>();
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LightdataStorage data = _sceneLights[j];
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if (data == null || !data.gameObject.activeInHierarchy) continue;
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Transform t = data.transform;
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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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@@ -1,4 +1,4 @@
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using UdonSharp;
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using UdonSharp;
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using UnityEngine;
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using VRC.SDKBase;
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using VRC.Udon;
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@@ -10,6 +10,10 @@ public enum LightType { Sphere, Spot }
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[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
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public class LightdataStorage : UdonSharpBehaviour
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{
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[Header("System")]
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[Tooltip("The main LightUpdater in the scene. This is required for dynamic lights.")]
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public LightUpdater lightUpdater;
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[Header("Type")]
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[Tooltip("Select the logical light type for this source.")]
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@@ -36,6 +40,22 @@ public class LightdataStorage : UdonSharpBehaviour
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[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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void OnEnable()
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{
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if (lightUpdater != null)
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{
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lightUpdater.RegisterLight(this);
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}
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}
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void OnDisable()
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{
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if (lightUpdater != null)
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{
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lightUpdater.DeregisterLight(this);
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}
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}
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// Convert to a Vector4 for your shader upload
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public Vector4 GetFinalColor()
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{
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@@ -1,4 +1,4 @@
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using System.Security.Permissions;
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using UdonSharp;
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using UnityEngine;
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@@ -18,10 +18,30 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
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private MaterialPropertyBlock _mpb;
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private int _propShadowTex;
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private int _propShadowColor;
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private int _propOutsideColor;
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private int _propMinBrightness;
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private int _propPlaneOrigin;
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private int _propPlaneUinv;
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private int _propPlaneVinv;
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private int _propPlaneNormal;
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void Start()
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{
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_mpb = new MaterialPropertyBlock();
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string suf = "_" + shadowcasterIndex.ToString();
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_propShadowTex = VRCShader.PropertyToID("_Udon_shadowCasterTex" + suf);
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_propShadowColor = VRCShader.PropertyToID("_Udon_shadowCasterColor" + suf);
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_propOutsideColor = VRCShader.PropertyToID("_Udon_OutSideColor" + suf);
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_propMinBrightness = VRCShader.PropertyToID("_Udon_MinBrightnessShadow" + suf);
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_propPlaneOrigin = VRCShader.PropertyToID("_Udon_Plane_Origin" + suf);
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_propPlaneUinv = VRCShader.PropertyToID("_Udon_Plane_Uinv" + suf);
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_propPlaneVinv = VRCShader.PropertyToID("_Udon_Plane_Vinv" + suf);
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_propPlaneNormal = VRCShader.PropertyToID("_Udon_Plane_Normal" + suf);
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ApplyTextureData();
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}
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@@ -31,21 +51,15 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
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{
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if (mat == null) continue;
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mat.GetPropertyBlock(_mpb);
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_mpb.SetTexture("_Udon_shadowCasterTex" + "_" + shadowcasterIndex.ToString(), ShadowcasterTexture);
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_mpb.SetColor("_Udon_shadowCasterColor" + "_" + shadowcasterIndex.ToString(), TextureColor);
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_mpb.SetColor("_Udon_OutSideColor" + "_" + shadowcasterIndex.ToString(), OutsideColor);
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_mpb.SetFloat("_Udon_MinBrightnessShadow" + "_" + shadowcasterIndex.ToString(), MinBrightness);
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if (ShadowcasterTexture != null) _mpb.SetTexture(_propShadowTex, ShadowcasterTexture);
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_mpb.SetColor(_propShadowColor, TextureColor);
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_mpb.SetColor(_propOutsideColor, OutsideColor);
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_mpb.SetFloat(_propMinBrightness, MinBrightness);
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mat.SetPropertyBlock(_mpb);
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}
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}
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void LateUpdate()
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{
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foreach (Renderer mat in rendererTargets)
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{
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if (mat == null) continue;
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mat.GetPropertyBlock(_mpb);
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float quadHalfWidth = 0.5f;
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float quadHalfHeight = 0.5f;
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@@ -64,10 +78,20 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
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// Unit normal
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Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir));
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_mpb.SetVector("_Udon_Plane_Origin_" + shadowcasterIndex.ToString(), new Vector4(transform.position.x, transform.position.y, transform.position.z, 0));
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_mpb.SetVector("_Udon_Plane_Uinv_" + shadowcasterIndex.ToString(), new Vector4(Uinv.x, Uinv.y, Uinv.z, 0));
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_mpb.SetVector("_Udon_Plane_Vinv_" + shadowcasterIndex.ToString(), new Vector4(Vinv.x, Vinv.y, Vinv.z, 0));
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_mpb.SetVector("_Udon_Plane_Normal_" + shadowcasterIndex.ToString(), new Vector4(N.x, N.y, N.z, 0));
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Vector4 originVec = new Vector4(transform.position.x, transform.position.y, transform.position.z, 0);
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Vector4 uinvVec = new Vector4(Uinv.x, Uinv.y, Uinv.z, 0);
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Vector4 vinvVec = new Vector4(Vinv.x, Vinv.y, Vinv.z, 0);
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Vector4 nVec = new Vector4(N.x, N.y, N.z, 0);
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foreach (Renderer mat in rendererTargets)
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{
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if (mat == null) continue;
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mat.GetPropertyBlock(_mpb);
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_mpb.SetVector(_propPlaneOrigin, originVec);
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_mpb.SetVector(_propPlaneUinv, uinvVec);
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_mpb.SetVector(_propPlaneVinv, vinvVec);
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_mpb.SetVector(_propPlaneNormal, nVec);
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mat.SetPropertyBlock(_mpb);
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}
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@@ -2,16 +2,20 @@
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#define InLoopSetup(_Udon_LightPositions, LightCounter, count, i) \
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if (LightCounter >= count) break; \
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\
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float distanceFromLight = length(i.worldPos - _Udon_LightPositions[LightCounter].xyz); \
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float3 lightVec = _Udon_LightPositions[LightCounter].xyz - i.worldPos; \
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float distanceFromLight = length(lightVec); \
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if (distanceFromLight > _LightCutoffDistance) continue; \
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\
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float contrib = 0.0;
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float contrib = 0.0; \
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float3 L = lightVec / max(distanceFromLight, 1e-4);
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#endif
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#ifndef OutLoopSetup
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#define OutLoopSetup(i, _Udon_PlayerCount) \
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int count = (int)_Udon_PlayerCount; \
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float invSqMul = max(1e-4, _InverseSqareMultiplier); \
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bool shadowCastingEnabled = _EnableShadowCasting > 0.5; \
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\
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float4 dmax = float4(0,0,0,1); \
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float dIntensity = 0;
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@@ -1,7 +1,7 @@
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#ifndef Lambert
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#define Lambert(q ,i, N) \
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float3 L = normalize(q - i.worldPos); /* q = light position */ \
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float NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
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/* 'L' is inherited from InLoopSetup, avoiding an expensive normalize() */ \
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half NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
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if (NdotL <= 0) continue; \
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#endif
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@@ -1,24 +1,26 @@
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#ifndef LightTypeCalculations
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#define LightTypeCalculations(_Udon_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
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float invSqMul = max(1e-4, _InverseSqareMultiplier); \
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half typeId = _Udon_LightType[LightCounter]; \
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\
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if(_Udon_LightType[LightCounter] == 0) \
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if(typeId == 0) \
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{ \
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contrib = _Udon_LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
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float distAtten = max(1.0, distanceFromLight - radius) * invSqMul; \
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contrib = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \
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\
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dIntensity += contrib; \
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} \
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else if (_Udon_LightType[LightCounter] == 1) \
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else if (typeId == 1) \
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{ \
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float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
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float distAtten = distanceFromLight * invSqMul; \
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float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \
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\
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contrib = dot(normalize(i.worldPos - Lightposition), normalize(_Udon_LightDirections[LightCounter].xyz)); \
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contrib = dot(-L, normalize(_Udon_LightDirections[LightCounter].xyz)); \
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contrib = smoothstep(radius,_Udon_LightDirections[LightCounter].w, contrib); \
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\
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contrib = contrib * invSq; \
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dIntensity += contrib; \
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} \
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float3 LightColor = _Udon_LightColors[LightCounter].xyz; \
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half3 LightColor = _Udon_LightColors[LightCounter].xyz; \
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#endif
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@@ -149,7 +149,10 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
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float4 ShadowCasterMult_1 = 1;
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float4 ShadowCasterMult_2 = 1;
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5 && _EnableShadowCasting))
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if (shadowCastingEnabled)
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{
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half smIndex = _Udon_ShadowMapIndex[LightCounter];
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if ((smIndex > 0.5 && smIndex < 1.5) || smIndex > 2.5)
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{
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float4 sc1 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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@@ -157,13 +160,15 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
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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 && (_EnableShadowCasting > 0.5)) {
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if (smIndex > 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, _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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}
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dmax = dmax + contrib * float4(LightColor, 1) * ShadowCasterMult_1 * ShadowCasterMult_2;
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@@ -176,7 +176,10 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
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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)
|
||||
{
|
||||
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,
|
||||
@@ -184,7 +187,7 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
|
||||
_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))
|
||||
if (smIndex > 1.5)
|
||||
{
|
||||
float4 sc2 = SampleShadowcasterPlaneWS_Basis(
|
||||
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
|
||||
@@ -192,6 +195,7 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
|
||||
_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;
|
||||
|
||||
|
||||
@@ -190,7 +190,10 @@ 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)
|
||||
{
|
||||
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,
|
||||
@@ -198,7 +201,7 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
|
||||
_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))
|
||||
if (smIndex > 1.5)
|
||||
{
|
||||
float4 sc2 = SampleShadowcasterPlaneWS_Basis(
|
||||
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
|
||||
@@ -206,6 +209,7 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
|
||||
_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;
|
||||
|
||||
|
||||
@@ -219,7 +219,10 @@ 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)
|
||||
{
|
||||
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,
|
||||
@@ -227,13 +230,15 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
|
||||
_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)) {
|
||||
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
|
||||
//float fres = Schlick(saturate(dot(N, V)), _F0, _FresnelPower);
|
||||
|
||||
Reference in New Issue
Block a user