Shader "DeMuenu/World/Hoppou/RevealStandart" { Properties { _MainTex ("Texture", 2D) = "white" {} _NormalMap ("Normal Map", 2D) = "bump" {} _NormalMapStrength ("Normal Map Strength", Range(0,1)) = 1 _Color ("Color", Color) = (1,1,1,1) _EmmisiveText ("Emmissive Texture", 2D) = "white" {} _EmmissiveColor ("Emmissive Color", Color) = (1,1,1,1) _EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0 //Moonlight _InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1 _LightCutoffDistance ("Light Cutoff Distance", Float) = 100 //Moonlight END _shadowCasterTex ("Shadow Caster Texture", 2D) = "white" {} _shadowCasterColor ("Shadow Caster Color", Color) = (1,1,1,1) _OutSideColor ("Outside Color", Color) = (1,1,1,1) _MinBrightnessShadow ("Min Brightness for Shadows", Range(0,1)) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #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 struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; float4 tangent : TANGENT; }; struct v2f { float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; float2 uvEmmis : TEXCOORD4; float4 vertex : SV_POSITION; float2 normUV : TEXCOORD5; float3 worldTangent : TEXCOORD6; float3 worldBitangent : TEXCOORD7; //Moonlight float3 worldPos : TEXCOORD2; float3 worldNormal: TEXCOORD3; //Moonlight END }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _NormalMap; float4 _NormalMap_ST; float4 _Color; float _NormalMapStrength; sampler2D _EmmisiveText; float4 _EmmisiveText_ST; float4 _EmmissiveColor; float _EmmissiveStrength; MoonlightGlobalVariables float4x4 _Udon_WorldToLocal; sampler2D _shadowCasterTex; float4 _shadowCasterColor; float4 _OutSideColor; float _MinBrightnessShadow; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.normUV = TRANSFORM_TEX(v.uv, _NormalMap); o.uvEmmis = TRANSFORM_TEX(v.uv, _EmmisiveText); float3 nWS = UnityObjectToWorldNormal(v.normal); float3 tWS = normalize(UnityObjectToWorldDir(v.tangent.xyz)); float3 bWS = normalize(cross(nWS, tWS) * v.tangent.w); o.worldNormal = nWS; o.worldTangent = tWS; o.worldBitangent= bWS; //Moonlight Vertex float4 wp = mul(unity_ObjectToWorld, v.vertex); o.worldPos = wp.xyz; //o.worldNormal = UnityObjectToWorldNormal(v.normal); //Moonlight Vertex END return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed4 norm = tex2D(_NormalMap, i.normUV); fixed4 emmis = tex2D(_EmmisiveText, i.uvEmmis); //Moonlight float3 nTS = UnpackNormal(norm); float3 NmapWS = normalize(i.worldTangent * nTS.x + i.worldBitangent * nTS.y + i.worldNormal * nTS.z); float3 N = normalize(lerp(normalize(i.worldNormal), NmapWS, saturate(_NormalMapStrength))); OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity [loop] for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++) { InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib //Lambertian diffuse Lambert(_Udon_LightPositions[LightCounter].xyz ,i, N); //defines NdotL LightTypeCalculations(_Udon_LightColors, LightCounter, i, NdotL, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz); float4 ShadowCasterMult = float4(1,1,1,1); if (_Udon_ShadowMapIndex[LightCounter] > 0.5) { ShadowCasterMult = SampleShadowcasterPlane(_Udon_WorldToLocal, _shadowCasterTex, _Udon_LightPositions[LightCounter].xyz, i.worldPos, _OutSideColor); ShadowCasterMult *= _shadowCasterColor; ShadowCasterMult = float4(ShadowCasterMult.rgb * (1-ShadowCasterMult.a), 1); } dmax = dmax + contrib * float4(LightColor, 1) * NdotL * max(ShadowCasterMult, _MinBrightnessShadow); } //dmax.xyz = min(dmax * dIntensity, 1.0); dmax.w = 1.0; //Moonlight END return col * _Color * dmax + emmis * _EmmissiveStrength * _EmmissiveColor; } ENDCG } } FallBack "Diffuse" }