Shader "DeMuenu/World/Hoppou/Particles/LitParticles" { Properties { _MainTex ("Texture", 2D) = "white" {} _Color ("Color", Color) = (1,1,1,1) //MoonsLight _InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1 _LightCutoffDistance ("Light Cutoff Distance", Float) = 100 //MoonsLight END } SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" } Blend SrcAlpha One Cull Off Lighting Off ZWrite Off LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #define MAX_LIGHTS 80 // >= maxPlayers in script #include "UnityCG.cginc" #include "Includes/LightStrength.hlsl" #include "Includes/Lambert.hlsl" #include "Includes/DefaultSetup.hlsl" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float4 color : COLOR; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; //MoonsLight float3 worldPos : TEXCOORD2; float4 color : COLOR; float3 worldNormal: TEXCOORD3; //MoonsLight END }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _MultTex; float4 _MultTex_ST; float4 _Color; sampler2D _EmmisiveText; float4 _EmmisiveText_ST; float4 _EmmissiveColor; float _EmmissiveStrength; //MoonsLight float _InverseSqareMultiplier; float _LightCutoffDistance; float4 _LightPositions[MAX_LIGHTS]; // xyz = position float4 _LightColors[MAX_LIGHTS]; // xyz = position float4 _LightDirections[MAX_LIGHTS]; // xyz = direction, w = cos(halfAngle) float _LightType[MAX_LIGHTS]; // 0 = sphere, 1 = cone float _PlayerCount; // set via SetFloat //MoonsLight END v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); //MoonsLight float4 wp = mul(unity_ObjectToWorld, v.vertex); o.worldPos = wp.xyz; o.color = v.color; o.worldNormal = UnityObjectToWorldNormal(v.normal); //MoonsLight END return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); //MoonsLight int count = (int)_PlayerCount; float3 N = normalize(i.worldNormal); //for lambertian diffuse // Example: compute distance to nearest player float4 dmax = float4(0,0,0,1); float dIntensity = 0; [loop] for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++) { InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib Lambert(_LightPositions[LightCounter].xyz ,i, N); //defines NdotL LightTypeCalculations(_LightColors, LightCounter, i, NdotL, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz); dmax = dmax + contrib * float4(LightColor, 1) * NdotL; // accumulate light contributions } //dmax.xyz = min(dmax * dIntensity, 1.0); dmax.w = 1.0; dmax = dmax; //MoonsLight END return col * _Color * min(dmax, 1.0) * i.color; } ENDCG } } FallBack "Diffuse" }