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186
Shader/LitParticles.shader
Normal file
186
Shader/LitParticles.shader
Normal file
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Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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//MoonsLight
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_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
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_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
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//MoonsLight END
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha One
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Cull Off
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Lighting Off
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ZWrite Off
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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//MoonsLight
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float3 worldPos : TEXCOORD2;
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float4 color : COLOR;
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float3 worldNormal: TEXCOORD3;
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//MoonsLight END
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _MultTex;
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float4 _MultTex_ST;
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float4 _Color;
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sampler2D _EmmisiveText;
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float4 _EmmisiveText_ST;
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float4 _EmmissiveColor;
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float _EmmissiveStrength;
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//MoonsLight
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float _InverseSqareMultiplier;
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float _LightCutoffDistance;
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float4 _LightPositions[MAX_LIGHTS]; // xyz = position
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float4 _LightColors[MAX_LIGHTS]; // xyz = position
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float4 _LightDirections[MAX_LIGHTS]; // xyz = direction, w = cos(halfAngle)
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float _LightType[MAX_LIGHTS]; // 0 = sphere, 1 = cone
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float _PlayerCount; // set via SetFloat
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//MoonsLight END
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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//MoonsLight
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float4 wp = mul(unity_ObjectToWorld, v.vertex);
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o.worldPos = wp.xyz;
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o.color = v.color;
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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//MoonsLight END
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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//MoonsLight
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int count = (int)_PlayerCount;
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float3 N = normalize(i.worldNormal); //for lambertian diffuse
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// Example: compute distance to nearest player
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float4 dmax = float4(0,0,0,1);
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float dIntensity = 0;
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[loop]
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for (int idx = 0; idx < MAX_LIGHTS; idx++)
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{
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if (idx >= count) break;
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float radius = _LightPositions[idx].a;
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float3 q = _LightPositions[idx].xyz;
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float distanceFromLight = length(i.worldPos - q);
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if (distanceFromLight > _LightCutoffDistance) continue;
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float sd = 0.0;
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float contrib = 0.0;
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float invSqMul = max(1e-4, _InverseSqareMultiplier);
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//Lambertian diffuse
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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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if (NdotL <= 0) continue;
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if(_LightType[idx] == 0)
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{
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float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul));
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contrib = invSq;
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//contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere
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dIntensity += contrib * NdotL;
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}
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else if (_LightType[idx] == 1)
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{
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float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul));
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float threshold = (-1 + _LightDirections[idx].w / 180);
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contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0);
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contrib= 1 - step(threshold, contrib);
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contrib = contrib * invSq;
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dIntensity += contrib * NdotL;
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}
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float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult;
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dmax = dmax + contrib * float4(LightColor, 1) * NdotL; // accumulate light contributions
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}
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//dmax.xyz = min(dmax * dIntensity, 1.0);
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dmax.w = 1.0;
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dmax = dmax;
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//MoonsLight END
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return col * _Color * min(dmax, 1.0) * i.color;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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}
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