Commit Graph

7 Commits

Author SHA1 Message Date
DeMuenu
868e713336 Add shadowcaster support to lighting and shaders
Introduces shadowcaster support by adding shadow map index fields to light data, updating PlayerPositionsToShader and LightdataStorage to handle shadow map indices, and extending the shader and its includes to sample shadowcaster planes. Adds ShadowcasterUpdater script and editor preview for updating world-to-local matrices, and updates relevant arrays and property handling throughout the codebase. Also adds a sample plane mesh for shadowcasting.
2025-09-29 23:14:38 +02:00
DeMuenu
1f1f6f795d Replace multiply texture with normal map support
Removed the multiply texture and its strength property, and added support for a normal map with adjustable strength. Updated vertex and fragment shaders to handle tangent space and normal mapping, improving surface detail rendering.
2025-09-29 01:11:47 +02:00
DeMuenu
b94c52da3c 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.
2025-09-26 23:13:06 +02:00
DeMuenu
0f049de062 Refactor Moonlight lighting system in shaders
Replaces direct variable declarations and code blocks related to 'MoonsLight' with a new 'MoonlightGlobalVariables' macro included from Variables.hlsl. Adds OutLoopSetup macro for loop setup, updates all relevant shaders to use the new macros, and renames comments and identifiers from 'MoonsLight' to 'Moonlight' for consistency. Removes the obsolete MoonsLight.cingc include and its meta file.
2025-09-25 16:09:24 +02:00
DeMuenu
07730827f4 Refactor lighting code and add wave support to shaders
Modularized lighting calculations by introducing DefaultSetup.hlsl and Lambert.hlsl includes, and updated BlendinShader, LitParticles, and Water shaders to use these macros. Added new wave-related properties and logic to Water.shader for enhanced wave effects. Improved maintainability and consistency across shaders by centralizing light and Lambertian diffuse calculations.
2025-09-25 02:21:26 +02:00
DeMuenu
b9bfd0b559 Refactor light calculations into LightStrength.hlsl include
Moved light type calculation logic from BlendinShader.shader to a new include file, LightStrength.hlsl, for better modularity and maintainability. Updated the shader to use the new macro for light calculations, improving code clarity and reducing duplication.
2025-09-24 17:51:23 +02:00
DeMuenu
c5adc24bb0 Initial commit 2025-09-24 09:41:56 +02:00