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https://github.com/DeMuenu/MoonlightVRC.git
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optimisati
| Author | SHA1 | Date | |
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1a30f72010 | ||
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79ad33c5f3 | ||
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a3f95883be | ||
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20034f061d | ||
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08866b359b | ||
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a1e808ad92 |
@@ -85,7 +85,7 @@ public static class LightUpdaterPreview
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static void PushFromBehaviour(LightUpdater src)
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{
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int max = Mathf.Max(1, src.maxLights);
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int max = Mathf.Max(1, LightUpdater.maxLights);
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EnsureArrays(src, max);
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var c = _cache[src];
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@@ -1,5 +1,5 @@
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// Assets/Lighting/Scripts/LightUpdater.Editor.cs
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#if UNITY_EDITOR
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#if !COMPILER_UDONSHARP && UNITY_EDITOR
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using UnityEngine;
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public partial class LightUpdater
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@@ -21,38 +21,37 @@ public partial class LightUpdater
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shadowMapIndices = new float[max];
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count = 0;
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if (otherLightSources == null) return;
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LightdataStorage[] sceneLights = Object.FindObjectsOfType<LightdataStorage>();
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for (int i = 0; i < otherLightSources.Length && count < max; i++)
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for (int i = 0; i < sceneLights.Length && count < max; i++)
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{
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Transform t = otherLightSources[i];
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if (t == null || !t.gameObject.activeInHierarchy) continue;
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LightdataStorage data = sceneLights[i];
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if (data == null || !data.gameObject.activeInHierarchy) continue;
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LightdataStorage data = t.GetComponent<LightdataStorage>();
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Transform t = data.transform;
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// w = cosHalfAngle (0 for omni)
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float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
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float cosHalf = data.GetCosHalfAngle();
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Vector3 pos = t.position;
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float range = 0;
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if (data.lightType == LightType.Sphere)
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{
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range = (data != null) ? data.range * t.localScale.x : t.localScale.x;
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range = data.range * t.localScale.x;
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}
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else
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{
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range = (data != null) ? Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))): 0f;
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range = Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0)));
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}
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// rgb = color, a = intensity (packed to match runtime/shader)
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Vector4 col = (data != null) ? data.GetFinalColor() : new Vector4(1f, 1f, 1f, 1f);
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float intensity = (data != null) ? data.intensity * t.localScale.x : 1f;
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Vector4 col = data.GetFinalColor();
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float intensity = data.intensity * t.localScale.x;
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// 0=Omni, 1=Spot, 2=Directional (your custom enum)
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int typeId = (data != null) ? data.GetTypeId() : 0;
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int typeId = data.GetTypeId();
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float shIndex = (data != null) ? data.shadowMapIndex : 0f;
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float shIndex = data.shadowMapIndex;
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Quaternion rot = t.rotation;
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Vector3 fwd = rot * Vector3.down;
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10
README.md
10
README.md
@@ -12,12 +12,13 @@ What this includes:
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- Point/spotlights editable at runtime.
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- A couple of premade shaders (standard, particle).
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- Premade code handling lights, normals and a Lambertian diffuse.
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- Shadow caster planes
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Work in progress:
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- Water shader
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- Documentation
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- More performance testing/improvements
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- Shadow caster planes
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Planned:
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- Support for additive baked light maps and ambient lighting in the standard shader.
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@@ -36,11 +37,12 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
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2. Add the `LightUpdater` component to a GameObject in your scene:
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- Tweak strength/intensity of the local and remote player if you want them to have an attached light.
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- Configure the `PlayerShadowMapIndex` if you want players to interact with shadows.
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3. For lights, attach `LightdataStorage` to a Transform and configure:
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- `range`, `type`, `color`, `intensity`, and `spotAngleDeg`.
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- `range`, `lightType`, `color`, `intensity`, `spotAngleDeg`, and `shadowMapIndex`.
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4. Add the light transform to your `LightUpdater` component's `otherLightSources` array.
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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.
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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.
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@@ -62,4 +64,4 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
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## Contributing
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If you want to help with development, please contact me on Discord (@demuenu) so we can coordinate our efforts.
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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 :-)
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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 :-)
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@@ -1,4 +1,5 @@
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using System;
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using System;
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using UdonSharp;
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using Unity.Mathematics;
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using UnityEngine;
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@@ -9,9 +10,6 @@ using VRC.SDK3.Rendering;
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public partial class LightUpdater : UdonSharpBehaviour
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{
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[Header("Lightsources")]
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[Tooltip("Place Transforms here which should also emit Light (attach LightdataStorage to them).")]
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public Transform[] otherLightSources;
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[Header("Strength")]
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[Tooltip("Local player light range")]
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@@ -49,9 +47,9 @@ public partial class LightUpdater : UdonSharpBehaviour
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[Tooltip("float array: shadow map index (0=none, 1-4=shadow map index)")]
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public string shadowMapIndexProperty = "_Udon_ShadowMapIndex";
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[Header("Max Lights (advanced users)")]
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[Header("Max Lighetts (advanced users)")]
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[Tooltip("Hard cap / array size. 80 = default cap")]
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public int maxLights = 80;
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public const int maxLights = 80;
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@@ -68,6 +66,9 @@ public partial class LightUpdater : UdonSharpBehaviour
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private float[] _ShadowMapArray;
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private bool _ShadowMap_isDirty = false;
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private LightdataStorage[] _sceneLights = new LightdataStorage[maxLights];
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private int _sceneLightCount = 0;
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private VRCPlayerApi[] _players;
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@@ -84,7 +85,6 @@ public partial class LightUpdater : UdonSharpBehaviour
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void Start()
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{
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if (maxLights < 1) maxLights = 1;
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_positions = new Vector4[maxLights];
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_lightColors = new Vector4[maxLights];
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@@ -101,11 +101,56 @@ public partial class LightUpdater : UdonSharpBehaviour
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UdonID_LightType = VRCShader.PropertyToID(typeProperty);
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UdonID_ShadowMapIndex = VRCShader.PropertyToID(shadowMapIndexProperty);
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UpdateData();
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PushToRenderers();
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}
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public void RegisterLight(LightdataStorage light)
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{
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if (light == null) return;
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// Prevent duplicates
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for (int i = 0; i < _sceneLightCount; i++)
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{
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if (_sceneLights[i] == light) return;
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}
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if (_sceneLightCount < _sceneLights.Length)
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{
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_sceneLights[_sceneLightCount] = light;
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_sceneLightCount++;
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}
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else
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{
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Debug.LogError($"[MoonlightVRC] Cannot register new light, scene light limit reached ({_sceneLights.Length})");
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}
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}
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public void DeregisterLight(LightdataStorage light)
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{
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if (light == null) return;
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int foundIndex = -1;
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for (int i = 0; i < _sceneLightCount; i++)
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{
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if (_sceneLights[i] == light)
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{
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foundIndex = i;
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break;
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}
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}
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if (foundIndex != -1)
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{
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// Shift elements down to fill the gap
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for (int i = foundIndex; i < _sceneLightCount - 1; i++)
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{
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_sceneLights[i] = _sceneLights[i + 1];
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}
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_sceneLightCount--;
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_sceneLights[_sceneLightCount] = null; // Clear the last element
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}
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}
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void LateUpdate()
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{
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if (Time.time < _nextUpdate) return;
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@@ -154,6 +199,7 @@ public partial class LightUpdater : UdonSharpBehaviour
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if (_directions[i] != TempDir)
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{
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_directions[i] = new Vector4(TempDir.x, TempDir.y, TempDir.z, 10f);
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_directions[i] = TempDir;
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_directions_isDirty = true;
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}
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@@ -201,14 +247,13 @@ public partial class LightUpdater : UdonSharpBehaviour
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}
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// --- Scene light sources ---
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if (otherLightSources != null)
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if (_sceneLights != null)
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{
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for (int j = 0; j < otherLightSources.Length && currentCount < maxLights; j++)
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for (int j = 0; j < _sceneLightCount && currentCount < maxLights; j++)
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{
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Transform t = otherLightSources[j];
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if (t == null || !t.gameObject.activeInHierarchy) continue;
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LightdataStorage data = t.GetComponent<LightdataStorage>();
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LightdataStorage data = _sceneLights[j];
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if (data == null || !data.gameObject.activeInHierarchy) continue;
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Transform t = data.transform;
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Vector3 pos = t.position;
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float range = (data != null) ? data.range * t.localScale.x: t.localScale.x;
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@@ -323,7 +368,7 @@ public partial class LightUpdater : UdonSharpBehaviour
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if (pushShadowMap) VRCShader.SetGlobalFloatArray(UdonID_ShadowMapIndex, _ShadowMapArray);
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VRCShader.SetGlobalFloat(UdonID_LightCount, currentCount);
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Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
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//Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
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// Only now mark them clean
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if (pushPositions) { _positons_isDirty = false; }
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@@ -1,4 +1,4 @@
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using UdonSharp;
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using UdonSharp;
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using UnityEngine;
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using VRC.SDKBase;
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using VRC.Udon;
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@@ -10,6 +10,10 @@ public enum LightType { Sphere, Spot }
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[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
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public class LightdataStorage : UdonSharpBehaviour
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{
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[Header("System")]
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[Tooltip("The main LightUpdater in the scene. This is required for dynamic lights.")]
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public LightUpdater lightUpdater;
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[Header("Type")]
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[Tooltip("Select the logical light type for this source.")]
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@@ -36,6 +40,22 @@ public class LightdataStorage : UdonSharpBehaviour
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[Tooltip("0 = no shadows, 1-4 = shadow map index")]
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public float shadowMapIndex = 0f; // 0 = no shadows, 1-4 = shadow map index
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void OnEnable()
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{
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if (lightUpdater != null)
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{
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lightUpdater.RegisterLight(this);
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}
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}
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void OnDisable()
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{
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if (lightUpdater != null)
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{
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lightUpdater.DeregisterLight(this);
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}
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}
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// Convert to a Vector4 for your shader upload
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public Vector4 GetFinalColor()
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{
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@@ -1,4 +1,4 @@
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using System.Security.Permissions;
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using UdonSharp;
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using UnityEngine;
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@@ -18,10 +18,30 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
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private MaterialPropertyBlock _mpb;
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private int _propShadowTex;
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private int _propShadowColor;
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private int _propOutsideColor;
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private int _propMinBrightness;
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private int _propPlaneOrigin;
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private int _propPlaneUinv;
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private int _propPlaneVinv;
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private int _propPlaneNormal;
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void Start()
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{
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_mpb = new MaterialPropertyBlock();
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string suf = "_" + shadowcasterIndex.ToString();
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_propShadowTex = VRCShader.PropertyToID("_Udon_shadowCasterTex" + suf);
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_propShadowColor = VRCShader.PropertyToID("_Udon_shadowCasterColor" + suf);
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_propOutsideColor = VRCShader.PropertyToID("_Udon_OutSideColor" + suf);
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_propMinBrightness = VRCShader.PropertyToID("_Udon_MinBrightnessShadow" + suf);
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_propPlaneOrigin = VRCShader.PropertyToID("_Udon_Plane_Origin" + suf);
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_propPlaneUinv = VRCShader.PropertyToID("_Udon_Plane_Uinv" + suf);
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_propPlaneVinv = VRCShader.PropertyToID("_Udon_Plane_Vinv" + suf);
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_propPlaneNormal = VRCShader.PropertyToID("_Udon_Plane_Normal" + suf);
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ApplyTextureData();
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}
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@@ -31,21 +51,15 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
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{
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if (mat == null) continue;
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mat.GetPropertyBlock(_mpb);
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_mpb.SetTexture("_Udon_shadowCasterTex" + "_" + shadowcasterIndex.ToString(), ShadowcasterTexture);
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_mpb.SetColor("_Udon_shadowCasterColor" + "_" + shadowcasterIndex.ToString(), TextureColor);
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_mpb.SetColor("_Udon_OutSideColor" + "_" + shadowcasterIndex.ToString(), OutsideColor);
|
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_mpb.SetFloat("_Udon_MinBrightnessShadow" + "_" + shadowcasterIndex.ToString(), MinBrightness);
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if (ShadowcasterTexture != null) _mpb.SetTexture(_propShadowTex, ShadowcasterTexture);
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_mpb.SetColor(_propShadowColor, TextureColor);
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_mpb.SetColor(_propOutsideColor, OutsideColor);
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_mpb.SetFloat(_propMinBrightness, MinBrightness);
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mat.SetPropertyBlock(_mpb);
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}
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}
|
||||
void LateUpdate()
|
||||
{
|
||||
|
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foreach (Renderer mat in rendererTargets)
|
||||
{
|
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if (mat == null) continue;
|
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mat.GetPropertyBlock(_mpb);
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|
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float quadHalfWidth = 0.5f;
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float quadHalfHeight = 0.5f;
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@@ -64,10 +78,20 @@ public class ShadowcasterUpdater : UdonSharpBehaviour
|
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// Unit normal
|
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Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir));
|
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|
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_mpb.SetVector("_Udon_Plane_Origin_" + shadowcasterIndex.ToString(), new Vector4(transform.position.x, transform.position.y, transform.position.z, 0));
|
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_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));
|
||||
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);
|
||||
|
||||
mat.SetPropertyBlock(_mpb);
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
10
Shader/Includes/Moonlight.hlsl
Normal file
10
Shader/Includes/Moonlight.hlsl
Normal file
@@ -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
|
||||
7
Shader/Includes/Moonlight.hlsl.meta
Normal file
7
Shader/Includes/Moonlight.hlsl.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1193ddffee5ac344ea57d621ec8150f6
|
||||
ShaderIncludeImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -149,7 +116,10 @@ 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)
|
||||
{
|
||||
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,
|
||||
@@ -157,13 +127,15 @@ Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
|
||||
_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 (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;
|
||||
|
||||
|
||||
@@ -37,17 +37,13 @@ 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
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
@@ -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
|
||||
|
||||
@@ -176,14 +143,18 @@ 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) {
|
||||
if (shadowCastingEnabled)
|
||||
{
|
||||
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 (_Udon_ShadowMapIndex[LightCounter] > 1.5 && (_EnableShadowCasting > 0.5))
|
||||
if (smIndex > 1.5)
|
||||
{
|
||||
float4 sc2 = SampleShadowcasterPlaneWS_Basis(
|
||||
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
|
||||
@@ -191,6 +162,7 @@ Shader "DeMuenu/World/Hoppou/Standard_2SP"
|
||||
_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;
|
||||
|
||||
|
||||
@@ -39,17 +39,13 @@ 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
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
@@ -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
|
||||
|
||||
@@ -190,7 +155,10 @@ 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)
|
||||
{
|
||||
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,
|
||||
@@ -198,7 +166,7 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
|
||||
_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 (smIndex > 1.5)
|
||||
{
|
||||
float4 sc2 = SampleShadowcasterPlaneWS_Basis(
|
||||
_Udon_LightPositions[LightCounter].xyz, i.worldPos,
|
||||
@@ -206,6 +174,7 @@ Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
|
||||
_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;
|
||||
|
||||
|
||||
@@ -49,17 +49,13 @@ 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
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
@@ -96,35 +92,6 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
|
||||
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;
|
||||
float3 _AmbientFloor;
|
||||
@@ -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
|
||||
|
||||
@@ -219,7 +186,10 @@ 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)
|
||||
{
|
||||
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,
|
||||
@@ -227,13 +197,15 @@ Shader "DeMuenu/World/Hoppou/WaterFlat_2SP"
|
||||
_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 (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
|
||||
//float fres = Schlick(saturate(dot(N, V)), _F0, _FresnelPower);
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user