Rename shader light variables to Udon-prefixed versions

Updated all relevant shader files and C# script to use Udon-prefixed light and player variables (e.g., _Udon_LightPositions, _Udon_LightColors, _Udon_PlayerCount) for consistency and to avoid naming conflicts. This change affects variable declarations, macro definitions, and all usages in BlendinShader, LitParticles, Water shaders, and included HLSL files.
This commit is contained in:
DeMuenu
2025-09-26 23:13:06 +02:00
parent 7189afee7b
commit b94c52da3c
7 changed files with 37 additions and 38 deletions

View File

@@ -1,25 +1,25 @@
#ifndef LightTypeCalculations
#define LightTypeCalculations(_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
#define LightTypeCalculations(_Udon_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
float invSqMul = max(1e-4, _InverseSqareMultiplier); \
\
if(_LightType[LightCounter] == 0) \
if(_Udon_LightType[LightCounter] == 0) \
{ \
contrib = _LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
contrib = _Udon_LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
\
dIntensity += contrib * NdotL; \
} \
else if (_LightType[LightCounter] == 1) \
else if (_Udon_LightType[LightCounter] == 1) \
{ \
float invSq = _LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
float threshold = (-1 + _LightDirections[LightCounter].w / 180); \
float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
float threshold = (-1 + _Udon_LightDirections[LightCounter].w / 180); \
\
contrib = min(dot(normalize(i.worldPos - Lightposition), -normalize(_LightDirections[LightCounter].xyz)), 0); \
contrib = min(dot(normalize(i.worldPos - Lightposition), -normalize(_Udon_LightDirections[LightCounter].xyz)), 0); \
contrib= 1 - step(threshold, contrib); \
\
contrib = contrib * invSq; \
dIntensity += contrib * NdotL; \
} \
float3 LightColor = _LightColors[LightCounter].xyz; \
float3 LightColor = _Udon_LightColors[LightCounter].xyz; \
#endif