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6 Commits

Author SHA1 Message Date
DeMuenu
1a30f72010 optimisations skipping empty for loops 2026-03-28 17:15:19 +01:00
DeMuenu
79ad33c5f3 Fix Gemini stuff 2026-03-26 23:01:38 +01:00
DeMuenu
a3f95883be Update README.md 2026-03-24 17:29:21 +01:00
DeMuenu
20034f061d Update README.md 2026-03-24 16:16:34 +01:00
DeMuenu
08866b359b updated shader includes 2026-03-24 16:01:31 +01:00
DeMuenu
a1e808ad92 optimisations from gemini (not tested) 2026-03-24 15:45:31 +01:00
16 changed files with 312 additions and 286 deletions

View File

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

View File

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

View File

@@ -12,12 +12,13 @@ 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.
@@ -36,11 +37,12 @@ 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`, `type`, `color`, `intensity`, and `spotAngleDeg`.
- `range`, `lightType`, `color`, `intensity`, `spotAngleDeg`, and `shadowMapIndex`.
4. Add the light transform to your `LightUpdater` component's `otherLightSources` array.
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.
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.
@@ -62,4 +64,4 @@ 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 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 :-)
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 :-)

View File

@@ -1,4 +1,5 @@
using System;
using System;
using UdonSharp;
using Unity.Mathematics;
using UnityEngine;
@@ -9,9 +10,6 @@ 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")]
@@ -49,9 +47,9 @@ 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 Lights (advanced users)")]
[Header("Max Lighetts (advanced users)")]
[Tooltip("Hard cap / array size. 80 = default cap")]
public int maxLights = 80;
public const int maxLights = 80;
@@ -68,6 +66,9 @@ 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;
@@ -84,7 +85,6 @@ public partial class LightUpdater : UdonSharpBehaviour
void Start()
{
if (maxLights < 1) maxLights = 1;
_positions = new Vector4[maxLights];
_lightColors = new Vector4[maxLights];
@@ -101,11 +101,56 @@ 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($"[MoonlightVRC] Cannot register new light, scene light limit reached ({_sceneLights.Length})");
}
}
public void DeregisterLight(LightdataStorage light)
{
if (light == null) return;
int foundIndex = -1;
for (int i = 0; i < _sceneLightCount; i++)
{
if (_sceneLights[i] == light)
{
foundIndex = i;
break;
}
}
if (foundIndex != -1)
{
// Shift elements down to fill the gap
for (int i = foundIndex; i < _sceneLightCount - 1; i++)
{
_sceneLights[i] = _sceneLights[i + 1];
}
_sceneLightCount--;
_sceneLights[_sceneLightCount] = null; // Clear the last element
}
}
void LateUpdate()
{
if (Time.time < _nextUpdate) return;
@@ -154,6 +199,7 @@ public partial class LightUpdater : UdonSharpBehaviour
if (_directions[i] != TempDir)
{
_directions[i] = new Vector4(TempDir.x, TempDir.y, TempDir.z, 10f);
_directions[i] = TempDir;
_directions_isDirty = true;
}
@@ -201,14 +247,13 @@ public partial class LightUpdater : UdonSharpBehaviour
}
// --- Scene light sources ---
if (otherLightSources != null)
if (_sceneLights != null)
{
for (int j = 0; j < otherLightSources.Length && currentCount < maxLights; j++)
for (int j = 0; j < _sceneLightCount && currentCount < maxLights; j++)
{
Transform t = otherLightSources[j];
if (t == null || !t.gameObject.activeInHierarchy) continue;
LightdataStorage data = t.GetComponent<LightdataStorage>();
LightdataStorage data = _sceneLights[j];
if (data == null || !data.gameObject.activeInHierarchy) continue;
Transform t = data.transform;
Vector3 pos = t.position;
float range = (data != null) ? data.range * t.localScale.x: t.localScale.x;
@@ -323,7 +368,7 @@ public partial class LightUpdater : UdonSharpBehaviour
if (pushShadowMap) VRCShader.SetGlobalFloatArray(UdonID_ShadowMapIndex, _ShadowMapArray);
VRCShader.SetGlobalFloat(UdonID_LightCount, currentCount);
Debug.Log($"[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;
@@ -10,6 +10,10 @@ 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.")]
@@ -36,6 +40,22 @@ 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;
@@ -18,10 +18,30 @@ 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();
}
@@ -31,43 +51,47 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
{
if (mat == null) continue;
mat.GetPropertyBlock(_mpb);
_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);
if (ShadowcasterTexture != null) _mpb.SetTexture(_propShadowTex, ShadowcasterTexture);
_mpb.SetColor(_propShadowColor, TextureColor);
_mpb.SetColor(_propOutsideColor, OutsideColor);
_mpb.SetFloat(_propMinBrightness, 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);
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));
_mpb.SetVector(_propPlaneOrigin, originVec);
_mpb.SetVector(_propPlaneUinv, uinvVec);
_mpb.SetVector(_propPlaneVinv, vinvVec);
_mpb.SetVector(_propPlaneNormal, nVec);
mat.SetPropertyBlock(_mpb);
}

View File

@@ -2,16 +2,20 @@
#define InLoopSetup(_Udon_LightPositions, LightCounter, count, i) \
if (LightCounter >= count) break; \
\
float distanceFromLight = length(i.worldPos - _Udon_LightPositions[LightCounter].xyz); \
float3 lightVec = _Udon_LightPositions[LightCounter].xyz - i.worldPos; \
float distanceFromLight = length(lightVec); \
if (distanceFromLight > _LightCutoffDistance) continue; \
\
float contrib = 0.0;
float contrib = 0.0; \
float3 L = lightVec / max(distanceFromLight, 1e-4);
#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) \
float3 L = normalize(q - i.worldPos); /* q = light position */ \
float NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
/* 'L' is inherited from InLoopSetup, avoiding an expensive normalize() */ \
half NdotL = saturate(dot(N, L) * 0.5 + 0.5); /* one-sided Lambert */ \
if (NdotL <= 0) continue; \
#endif

View File

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

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@@ -0,0 +1,10 @@
#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

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

View File

@@ -1,14 +1,40 @@
#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 */ \
#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;
#endif

View File

@@ -35,11 +35,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
#define MAX_LIGHTS 80 // >= maxPlayers in script
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
#include "Includes/Moonlight.hlsl"
@@ -79,35 +75,6 @@ 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;
@@ -138,7 +105,7 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
for (int LightCounter = 0; LightCounter < count; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -149,20 +116,25 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if ((((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) && _EnableShadowCasting)
if (shadowCastingEnabled)
{
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);
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);
}
}
dmax = dmax + contrib * float4(LightColor, 1) * ShadowCasterMult_1 * ShadowCasterMult_2;

View File

@@ -37,16 +37,12 @@ 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
{
@@ -89,35 +85,6 @@ 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;
@@ -163,7 +130,7 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
for (int LightCounter = 0; LightCounter < count; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -176,20 +143,25 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
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))
if (shadowCastingEnabled)
{
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);
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);
}
}
dmax = dmax + contrib * float4(LightColor, 1) * NdotL * ShadowCasterMult_1 * ShadowCasterMult_2;

View File

@@ -39,16 +39,12 @@ 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
{
@@ -97,37 +93,6 @@ 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;
@@ -177,7 +142,7 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
for (int LightCounter = 0; LightCounter < count; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -190,21 +155,25 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if ((((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) && _EnableShadowCasting)
if (shadowCastingEnabled)
{
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);
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);
}
}
dmax = dmax + contrib * float4(LightColor, 1) * NdotL * ShadowCasterMult_1 * ShadowCasterMult_2;

View File

@@ -49,16 +49,12 @@ 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
{
@@ -95,35 +91,6 @@ 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;
@@ -208,7 +175,7 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
[loop]
for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
for (int LightCounter = 0; LightCounter < count; LightCounter++)
{
InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
@@ -219,20 +186,25 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
float4 ShadowCasterMult_1 = 1;
float4 ShadowCasterMult_2 = 1;
if ((((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5) && (_EnableShadowCasting > 0.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) && _EnableShadowCasting)
if (shadowCastingEnabled)
{
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);
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);
}
}
//Watershader specific
@@ -244,6 +216,7 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
//dmax = dmax + contrib * float4(LightColor, 1); // accumulate light contributions
}
//dmax.xyz = min(dmax * dIntensity, 1.0);