Compare commits

2 Commits

Author SHA1 Message Date
DeMuenu
a412ae2dc6 Merge branch 'main' of https://github.com/DeMuenu/MoonlightVRC 2026-03-26 22:04:56 +01:00
DeMuenu
9401c47631 Klammer fix oder so 2026-03-26 22:04:52 +01:00
16 changed files with 286 additions and 312 deletions

View File

@@ -85,7 +85,7 @@ public static class LightUpdaterPreview
static void PushFromBehaviour(LightUpdater src)
{
int max = Mathf.Max(1, LightUpdater.maxLights);
int max = Mathf.Max(1, src.maxLights);
EnsureArrays(src, max);
var c = _cache[src];

View File

@@ -1,5 +1,5 @@
// Assets/Lighting/Scripts/LightUpdater.Editor.cs
#if !COMPILER_UDONSHARP && UNITY_EDITOR
#if UNITY_EDITOR
using UnityEngine;
public partial class LightUpdater
@@ -21,37 +21,38 @@ public partial class LightUpdater
shadowMapIndices = new float[max];
count = 0;
LightdataStorage[] sceneLights = Object.FindObjectsOfType<LightdataStorage>();
if (otherLightSources == null) return;
for (int i = 0; i < sceneLights.Length && count < max; i++)
for (int i = 0; i < otherLightSources.Length && count < max; i++)
{
LightdataStorage data = sceneLights[i];
if (data == null || !data.gameObject.activeInHierarchy) continue;
Transform t = otherLightSources[i];
if (t == null || !t.gameObject.activeInHierarchy) continue;
Transform t = data.transform;
LightdataStorage data = t.GetComponent<LightdataStorage>();
// w = cosHalfAngle (0 for omni)
float cosHalf = data.GetCosHalfAngle();
float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
Vector3 pos = t.position;
float range = 0;
if (data.lightType == LightType.Sphere)
{
range = data.range * t.localScale.x;
range = (data != null) ? data.range * t.localScale.x : t.localScale.x;
}
else
{
range = Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0)));
range = (data != null) ? Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))): 0f;
}
// rgb = color, a = intensity (packed to match runtime/shader)
Vector4 col = data.GetFinalColor();
float intensity = data.intensity * t.localScale.x;
Vector4 col = (data != null) ? data.GetFinalColor() : new Vector4(1f, 1f, 1f, 1f);
float intensity = (data != null) ? data.intensity * t.localScale.x : 1f;
// 0=Omni, 1=Spot, 2=Directional (your custom enum)
int typeId = data.GetTypeId();
int typeId = (data != null) ? data.GetTypeId() : 0;
float shIndex = data.shadowMapIndex;
float shIndex = (data != null) ? data.shadowMapIndex : 0f;
Quaternion rot = t.rotation;
Vector3 fwd = rot * Vector3.down;

View File

@@ -12,13 +12,12 @@ What this includes:
- Point/spotlights editable at runtime.
- A couple of premade shaders (standard, particle).
- Premade code handling lights, normals and a Lambertian diffuse.
- Shadow caster planes
Work in progress:
- Water shader
- Documentation
- More performance testing/improvements
- Shadow caster planes
Planned:
- Support for additive baked light maps and ambient lighting in the standard shader.
@@ -37,12 +36,11 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
2. Add the `LightUpdater` component to a GameObject in your scene:
- Tweak strength/intensity of the local and remote player if you want them to have an attached light.
- Configure the `PlayerShadowMapIndex` if you want players to interact with shadows.
3. For lights, attach `LightdataStorage` to a Transform and configure:
- `range`, `lightType`, `color`, `intensity`, `spotAngleDeg`, and `shadowMapIndex`.
- `range`, `type`, `color`, `intensity`, and `spotAngleDeg`.
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.
4. Add the light transform to your `LightUpdater` component's `otherLightSources` array.
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.
@@ -64,4 +62,4 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
## Contributing
If you want to help with development, please contact me on Discord (@demuenu) so we can coordinate our efforts.
If your somebody with a education in Computer graphics, I would be even more thankful for your help. As right now, it's just me with ~1.5 years of messing around in Shaderlab and ChatGPT as my advisor. So I'm sure that there are serious flaws in the codebase :-)
If your somebody with a education in Computer graphics, I would be even more thankfull for your help. As right now, it's just me with ~1.5 years of messing around in Shaderlab and ChatGPT as my advisor. So I'm sure that there are serious flaws in the codebase :-)

View File

@@ -1,5 +1,4 @@
using System;
using System;
using UdonSharp;
using Unity.Mathematics;
using UnityEngine;
@@ -10,6 +9,9 @@ using VRC.SDK3.Rendering;
public partial class LightUpdater : UdonSharpBehaviour
{
[Header("Lightsources")]
[Tooltip("Place Transforms here which should also emit Light (attach LightdataStorage to them).")]
public Transform[] otherLightSources;
[Header("Strength")]
[Tooltip("Local player light range")]
@@ -47,9 +49,9 @@ public partial class LightUpdater : UdonSharpBehaviour
[Tooltip("float array: shadow map index (0=none, 1-4=shadow map index)")]
public string shadowMapIndexProperty = "_Udon_ShadowMapIndex";
[Header("Max Lighetts (advanced users)")]
[Header("Max Lights (advanced users)")]
[Tooltip("Hard cap / array size. 80 = default cap")]
public const int maxLights = 80;
public int maxLights = 80;
@@ -66,9 +68,6 @@ public partial class LightUpdater : UdonSharpBehaviour
private float[] _ShadowMapArray;
private bool _ShadowMap_isDirty = false;
private LightdataStorage[] _sceneLights = new LightdataStorage[maxLights];
private int _sceneLightCount = 0;
private VRCPlayerApi[] _players;
@@ -85,6 +84,7 @@ public partial class LightUpdater : UdonSharpBehaviour
void Start()
{
if (maxLights < 1) maxLights = 1;
_positions = new Vector4[maxLights];
_lightColors = new Vector4[maxLights];
@@ -101,56 +101,11 @@ public partial class LightUpdater : UdonSharpBehaviour
UdonID_LightType = VRCShader.PropertyToID(typeProperty);
UdonID_ShadowMapIndex = VRCShader.PropertyToID(shadowMapIndexProperty);
UpdateData();
PushToRenderers();
}
public void RegisterLight(LightdataStorage light)
{
if (light == null) return;
// Prevent duplicates
for (int i = 0; i < _sceneLightCount; i++)
{
if (_sceneLights[i] == light) return;
}
if (_sceneLightCount < _sceneLights.Length)
{
_sceneLights[_sceneLightCount] = light;
_sceneLightCount++;
}
else
{
Debug.LogError($"[MoonlightVRC] Cannot register new light, scene light limit reached ({_sceneLights.Length})");
}
}
public void DeregisterLight(LightdataStorage light)
{
if (light == null) return;
int foundIndex = -1;
for (int i = 0; i < _sceneLightCount; i++)
{
if (_sceneLights[i] == light)
{
foundIndex = i;
break;
}
}
if (foundIndex != -1)
{
// Shift elements down to fill the gap
for (int i = foundIndex; i < _sceneLightCount - 1; i++)
{
_sceneLights[i] = _sceneLights[i + 1];
}
_sceneLightCount--;
_sceneLights[_sceneLightCount] = null; // Clear the last element
}
}
void LateUpdate()
{
if (Time.time < _nextUpdate) return;
@@ -199,7 +154,6 @@ public partial class LightUpdater : UdonSharpBehaviour
if (_directions[i] != TempDir)
{
_directions[i] = new Vector4(TempDir.x, TempDir.y, TempDir.z, 10f);
_directions[i] = TempDir;
_directions_isDirty = true;
}
@@ -247,13 +201,14 @@ public partial class LightUpdater : UdonSharpBehaviour
}
// --- Scene light sources ---
if (_sceneLights != null)
if (otherLightSources != null)
{
for (int j = 0; j < _sceneLightCount && currentCount < maxLights; j++)
for (int j = 0; j < otherLightSources.Length && currentCount < maxLights; j++)
{
LightdataStorage data = _sceneLights[j];
if (data == null || !data.gameObject.activeInHierarchy) continue;
Transform t = data.transform;
Transform t = otherLightSources[j];
if (t == null || !t.gameObject.activeInHierarchy) continue;
LightdataStorage data = t.GetComponent<LightdataStorage>();
Vector3 pos = t.position;
float range = (data != null) ? data.range * t.localScale.x: t.localScale.x;
@@ -368,7 +323,7 @@ public partial class LightUpdater : UdonSharpBehaviour
if (pushShadowMap) VRCShader.SetGlobalFloatArray(UdonID_ShadowMapIndex, _ShadowMapArray);
VRCShader.SetGlobalFloat(UdonID_LightCount, currentCount);
//Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
// Only now mark them clean
if (pushPositions) { _positons_isDirty = false; }

View File

@@ -1,4 +1,4 @@
using UdonSharp;
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
@@ -10,10 +10,6 @@ public enum LightType { Sphere, Spot }
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class LightdataStorage : UdonSharpBehaviour
{
[Header("System")]
[Tooltip("The main LightUpdater in the scene. This is required for dynamic lights.")]
public LightUpdater lightUpdater;
[Header("Type")]
[Tooltip("Select the logical light type for this source.")]
@@ -40,22 +36,6 @@ public class LightdataStorage : UdonSharpBehaviour
[Tooltip("0 = no shadows, 1-4 = shadow map index")]
public float shadowMapIndex = 0f; // 0 = no shadows, 1-4 = shadow map index
void OnEnable()
{
if (lightUpdater != null)
{
lightUpdater.RegisterLight(this);
}
}
void OnDisable()
{
if (lightUpdater != null)
{
lightUpdater.DeregisterLight(this);
}
}
// Convert to a Vector4 for your shader upload
public Vector4 GetFinalColor()
{

View File

@@ -1,4 +1,4 @@


using System.Security.Permissions;
using UdonSharp;
using UnityEngine;
@@ -18,30 +18,10 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
private MaterialPropertyBlock _mpb;
private int _propShadowTex;
private int _propShadowColor;
private int _propOutsideColor;
private int _propMinBrightness;
private int _propPlaneOrigin;
private int _propPlaneUinv;
private int _propPlaneVinv;
private int _propPlaneNormal;
void Start()
{
_mpb = new MaterialPropertyBlock();
string suf = "_" + shadowcasterIndex.ToString();
_propShadowTex = VRCShader.PropertyToID("_Udon_shadowCasterTex" + suf);
_propShadowColor = VRCShader.PropertyToID("_Udon_shadowCasterColor" + suf);
_propOutsideColor = VRCShader.PropertyToID("_Udon_OutSideColor" + suf);
_propMinBrightness = VRCShader.PropertyToID("_Udon_MinBrightnessShadow" + suf);
_propPlaneOrigin = VRCShader.PropertyToID("_Udon_Plane_Origin" + suf);
_propPlaneUinv = VRCShader.PropertyToID("_Udon_Plane_Uinv" + suf);
_propPlaneVinv = VRCShader.PropertyToID("_Udon_Plane_Vinv" + suf);
_propPlaneNormal = VRCShader.PropertyToID("_Udon_Plane_Normal" + suf);
ApplyTextureData();
}
@@ -51,47 +31,43 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
{
if (mat == null) continue;
mat.GetPropertyBlock(_mpb);
if (ShadowcasterTexture != null) _mpb.SetTexture(_propShadowTex, ShadowcasterTexture);
_mpb.SetColor(_propShadowColor, TextureColor);
_mpb.SetColor(_propOutsideColor, OutsideColor);
_mpb.SetFloat(_propMinBrightness, MinBrightness);
_mpb.SetTexture("_Udon_shadowCasterTex" + "_" + shadowcasterIndex.ToString(), ShadowcasterTexture);
_mpb.SetColor("_Udon_shadowCasterColor" + "_" + shadowcasterIndex.ToString(), TextureColor);
_mpb.SetColor("_Udon_OutSideColor" + "_" + shadowcasterIndex.ToString(), OutsideColor);
_mpb.SetFloat("_Udon_MinBrightnessShadow" + "_" + shadowcasterIndex.ToString(), MinBrightness);
mat.SetPropertyBlock(_mpb);
}
}
void LateUpdate()
{
float quadHalfWidth = 0.5f;
float quadHalfHeight = 0.5f;
// World-space basis directions from transform
Vector3 Udir = transform.rotation * Vector3.right; // plane local +X
Vector3 Vdir = transform.rotation * Vector3.up; // plane local +Y
// World-space half extents after non-uniform scaling
float halfW = quadHalfWidth * transform.lossyScale.x;
float halfH = quadHalfHeight * transform.lossyScale.y;
// Reciprocal axes so dot(r, Uinv/Vinv) -> [-0.5, 0.5]
Vector3 Uinv = Udir / (2.0f * Mathf.Max(halfW, 1e-6f));
Vector3 Vinv = Vdir / (2.0f * Mathf.Max(halfH, 1e-6f));
// Unit normal
Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir));
Vector4 originVec = new Vector4(transform.position.x, transform.position.y, transform.position.z, 0);
Vector4 uinvVec = new Vector4(Uinv.x, Uinv.y, Uinv.z, 0);
Vector4 vinvVec = new Vector4(Vinv.x, Vinv.y, Vinv.z, 0);
Vector4 nVec = new Vector4(N.x, N.y, N.z, 0);
foreach (Renderer mat in rendererTargets)
{
if (mat == null) continue;
mat.GetPropertyBlock(_mpb);
_mpb.SetVector(_propPlaneOrigin, originVec);
_mpb.SetVector(_propPlaneUinv, uinvVec);
_mpb.SetVector(_propPlaneVinv, vinvVec);
_mpb.SetVector(_propPlaneNormal, nVec);
float quadHalfWidth = 0.5f;
float quadHalfHeight = 0.5f;
// World-space basis directions from transform
Vector3 Udir = transform.rotation * Vector3.right; // plane local +X
Vector3 Vdir = transform.rotation * Vector3.up; // plane local +Y
// World-space half extents after non-uniform scaling
float halfW = quadHalfWidth * transform.lossyScale.x;
float halfH = quadHalfHeight * transform.lossyScale.y;
// Reciprocal axes so dot(r, Uinv/Vinv) -> [-0.5, 0.5]
Vector3 Uinv = Udir / (2.0f * Mathf.Max(halfW, 1e-6f));
Vector3 Vinv = Vdir / (2.0f * Mathf.Max(halfH, 1e-6f));
// Unit normal
Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir));
_mpb.SetVector("_Udon_Plane_Origin_" + shadowcasterIndex.ToString(), new Vector4(transform.position.x, transform.position.y, transform.position.z, 0));
_mpb.SetVector("_Udon_Plane_Uinv_" + shadowcasterIndex.ToString(), new Vector4(Uinv.x, Uinv.y, Uinv.z, 0));
_mpb.SetVector("_Udon_Plane_Vinv_" + shadowcasterIndex.ToString(), new Vector4(Vinv.x, Vinv.y, Vinv.z, 0));
_mpb.SetVector("_Udon_Plane_Normal_" + shadowcasterIndex.ToString(), new Vector4(N.x, N.y, N.z, 0));
mat.SetPropertyBlock(_mpb);
}

View File

@@ -2,20 +2,16 @@
#define InLoopSetup(_Udon_LightPositions, LightCounter, count, i) \
if (LightCounter >= count) break; \
\
float3 lightVec = _Udon_LightPositions[LightCounter].xyz - i.worldPos; \
float distanceFromLight = length(lightVec); \
float distanceFromLight = length(i.worldPos - _Udon_LightPositions[LightCounter].xyz); \
if (distanceFromLight > _LightCutoffDistance) continue; \
\
float contrib = 0.0; \
float3 L = lightVec / max(distanceFromLight, 1e-4);
float contrib = 0.0;
#endif
#ifndef OutLoopSetup
#define OutLoopSetup(i, _Udon_PlayerCount) \
int count = (int)_Udon_PlayerCount; \
float invSqMul = max(1e-4, _InverseSqareMultiplier); \
bool shadowCastingEnabled = _EnableShadowCasting > 0.5; \
\
float4 dmax = float4(0,0,0,1); \
float dIntensity = 0;

View File

@@ -1,7 +1,7 @@
#ifndef Lambert
#define Lambert(q ,i, N) \
/* 'L' is inherited from InLoopSetup, avoiding an expensive normalize() */ \
half NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
float3 L = normalize(q - i.worldPos); /* q = light position */ \
float NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
if (NdotL <= 0) continue; \
#endif

View File

@@ -1,27 +1,24 @@
#ifndef LightTypeCalculations
#define LightTypeCalculations(_Udon_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
half typeId = _Udon_LightType[LightCounter]; \
float invSqMul = max(1e-4, _InverseSqareMultiplier); \
\
if(typeId == 0) \
if(_Udon_LightType[LightCounter] == 0) \
{ \
float distAtten = max(1.0, distanceFromLight - radius) * invSqMul; \
contrib = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \
if (contrib == 0.0) continue;\
contrib = _Udon_LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
\
dIntensity += contrib; \
} \
else if (typeId == 1) \
else if (_Udon_LightType[LightCounter] == 1) \
{ \
float distAtten = distanceFromLight * invSqMul; \
float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, distAtten * distAtten); \
float invSq = _Udon_LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
\
contrib = dot(-L, normalize(_Udon_LightDirections[LightCounter].xyz)); \
contrib = dot(normalize(i.worldPos - Lightposition), normalize(_Udon_LightDirections[LightCounter].xyz)); \
contrib = smoothstep(radius,_Udon_LightDirections[LightCounter].w, contrib); \
\
contrib = contrib * invSq; \
if (contrib == 0.0) continue;\
dIntensity += contrib; \
} \
half3 LightColor = _Udon_LightColors[LightCounter].xyz; \
float3 LightColor = _Udon_LightColors[LightCounter].xyz; \
#endif

View File

@@ -1,10 +0,0 @@
#ifndef MOONLIGHT_CORE_INCLUDED
#define MOONLIGHT_CORE_INCLUDED
#include "Variables.hlsl"
#include "DefaultSetup.hlsl"
#include "LightStrength.hlsl"
#include "Lambert.hlsl"
#include "Shadowcaster.cginc"
#endif

View File

@@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 1193ddffee5ac344ea57d621ec8150f6
ShaderIncludeImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,40 +1,14 @@
#ifndef MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
#define MOONLIGHT_GLOBAL_VARIABLES_INCLUDED
float _InverseSqareMultiplier;
float _LightCutoffDistance;
float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */
float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */
float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */
float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */
float _Udon_ShadowMapIndex[MAX_LIGHTS];
float _Udon_PlayerCount; /* set via SetFloat */
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
#ifndef MoonlightGlobalVariables
#define MoonlightGlobalVariables \
\
float _InverseSqareMultiplier; \
float _LightCutoffDistance; \
\
float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */ \
float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */ \
float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \
float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \
float _Udon_ShadowMapIndex[MAX_LIGHTS];\
float _Udon_PlayerCount; /* set via SetFloat */ \
#endif

View File

@@ -35,7 +35,11 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
#define MAX_LIGHTS 80 // >= maxPlayers in script
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
@@ -75,6 +79,35 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
float4 _EmmissiveColor;
float _EmmissiveStrength;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v)
{
v2f o;
@@ -105,7 +138,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < count; LightCounter++)
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -116,25 +149,20 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (shadowCastingEnabled)
if ((((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) && _EnableShadowCasting)
{
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,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
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);
}
float4 sc1 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_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)) {
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);
}
dmax = dmax + contrib * float4(LightColor, 1) * ShadowCasterMult_1 * ShadowCasterMult_2;

View File

@@ -37,12 +37,16 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
struct appdata
{
@@ -85,6 +89,35 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
float _EmmissiveStrength;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v)
{
v2f o;
@@ -130,7 +163,7 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < count; LightCounter++)
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -143,25 +176,20 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (shadowCastingEnabled)
if ((((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) && _EnableShadowCasting) {
float4 sc1 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_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))
{
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,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
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);
}
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);
}
dmax = dmax + contrib * float4(LightColor, 1) * NdotL * ShadowCasterMult_1 * ShadowCasterMult_2;

View File

@@ -39,12 +39,16 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
struct appdata
{
@@ -93,6 +97,37 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
float _EmmissiveStrength;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
v2f vert (appdata v)
{
v2f o;
@@ -142,7 +177,7 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < count; LightCounter++)
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -155,25 +190,21 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (shadowCastingEnabled)
if ((((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) && _EnableShadowCasting)
{
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,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
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);
}
float4 sc1 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_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))
{
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);
}
dmax = dmax + contrib * float4(LightColor, 1) * NdotL * ShadowCasterMult_1 * ShadowCasterMult_2;

View File

@@ -49,12 +49,16 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
struct appdata
{
@@ -91,6 +95,35 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
float _NormalMapScrollSpeed2;
float _MinTransparency;
MoonlightGlobalVariables
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
float _BlurPixels;
float4 _Udon_shadowCasterTex_1_TexelSize; // xy = 1/width, 1/height
float4 _Udon_shadowCasterTex_2_TexelSize;
bool _EnableShadowCasting;
//Watershader specific
float _SpecPower, _SpecIntensity;
@@ -175,7 +208,7 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < count; LightCounter++)
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -186,25 +219,20 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (shadowCastingEnabled)
if ((((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) && _EnableShadowCasting)
{
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,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1, _BlurPixels, _Udon_shadowCasterTex_1_TexelSize.xy);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
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);
}
float4 sc1 = SampleShadowcasterPlaneWS_Basis(
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
_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)) {
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
@@ -216,7 +244,6 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
//dmax = dmax + contrib * float4(LightColor, 1); // accumulate light contributions
}
//dmax.xyz = min(dmax * dIntensity, 1.0);