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https://github.com/DeMuenu/MoonlightVRC.git
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Add WaterParticle shader and minor water shader tweaks
Introduced a new WaterParticle shader for rendering water particles with alpha blending. Made minor formatting and calculation adjustments in Water.shader and DefaultSetup.hlsl, and updated Variables.hlsl. Added corresponding .meta files for new shader assets.
This commit is contained in:
@@ -4,10 +4,9 @@
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\
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float distanceFromLight = length(i.worldPos - _LightPositions[LightCounter].xyz); \
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if (distanceFromLight > _LightCutoffDistance) continue; \
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\
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float contrib = 0.0; \
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\
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float contrib = 0.0;
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#endif
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#ifndef OutLoopSetup
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@@ -15,5 +14,7 @@
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int count = (int)_PlayerCount; \
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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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float dIntensity = 0;
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#endif
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@@ -10,4 +10,5 @@
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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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\
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#endif
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7
Shader/Includes/Variables.hlsl.meta
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7
Shader/Includes/Variables.hlsl.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: c46c91c88f0f9954b9d65378c73103a5
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ShaderIncludeImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -146,7 +146,7 @@ Shader "DeMuenu/World/Hoppou/Water"
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//Moonlight
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float3 N = normalize(i.worldNormal + NormalOffset1 * _NormalMapStrength1 + NormalOffset2 * _NormalMapStrength2 + Wave * _WaveScale); //for lambertian diffuse
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//Waterspecific
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float3 V = normalize(_WorldSpaceCameraPos - i.worldPos);
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@@ -162,7 +162,7 @@ Shader "DeMuenu/World/Hoppou/Water"
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Lambert(_LightPositions[LightCounter].xyz ,i, N);
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LightTypeCalculations(_LightColors, LightCounter, i, NdotL, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
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LightTypeCalculations(_LightColors, LightCounter, i, 1, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
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@@ -185,7 +185,7 @@ Shader "DeMuenu/World/Hoppou/Water"
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float fres = SchlickFresnel(NoV, _F0, _FresnelPower);
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dmax.w = 1.0;
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dmax.a = dmax.a * _ReflectionStrength * fres;
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dmax.a = dmax.a * _ReflectionStrength * fres;
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//Moonlight END
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62
Shader/WaterParticle.shader
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62
Shader/WaterParticle.shader
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@@ -0,0 +1,62 @@
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Shader "DeMuenu/World/Hoppou/WaterParticle"
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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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_AlphaMap ("Alpha Map", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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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 OneMinusSrcAlpha // normal alpha blend (not additive)
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ZWrite Off
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Lighting Off
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Cull 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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#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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};
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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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float4 color : COLOR;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _AlphaMap;
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fixed4 _Color;
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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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o.color = v.color;
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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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fixed4 col = tex2D(_MainTex, i.uv) * _Color;
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float alpha = tex2D(_AlphaMap, i.uv).r;
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return col * alpha * i.color; // col.a drives the blend
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}
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ENDCG
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}
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}
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}
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9
Shader/WaterParticle.shader.meta
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9
Shader/WaterParticle.shader.meta
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@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 257e74905e73c3a40bcd4a4b35d3d647
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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