Shader "DeMuenu/World/Hoppou/RevealStandart" { Properties { _MainTex ("Texture", 2D) = "white" {} _MultTex ("Multiply Texture", 2D) = "white" {} _MultiplicatorTex ("Multiply Texture Strength", Range(0,3)) = 0 _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 //MoonsLight _InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1 _LightCutoffDistance ("Light Cutoff Distance", Float) = 100 //MoonsLight END } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" //MoonsLight Defines #define MAX_LIGHTS 80 // >= maxPlayers in script //MoonsLight Defines END struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL; }; struct v2f { float2 uv : TEXCOORD0; float2 uv2 : TEXCOORD1; float2 uvEmmis : TEXCOORD4; //UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; //MoonsLight float3 worldPos : TEXCOORD2; float3 worldNormal: TEXCOORD3; //MoonsLight END }; sampler2D _MainTex; float4 _MainTex_ST; sampler2D _MultTex; float4 _MultTex_ST; float _MultiplicatorTex; float4 _Color; sampler2D _EmmisiveText; float4 _EmmisiveText_ST; float4 _EmmissiveColor; float _EmmissiveStrength; //MoonsLight variables 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 variables END v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = TRANSFORM_TEX(v.uv, _MainTex); o.uv2 = TRANSFORM_TEX(v.uv, _MultTex); o.uvEmmis = TRANSFORM_TEX(v.uv, _EmmisiveText); //MoonsLight Vertex float4 wp = mul(unity_ObjectToWorld, v.vertex); o.worldPos = wp.xyz; o.worldNormal = UnityObjectToWorldNormal(v.normal); //MoonsLight Vertex END return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed4 mult = tex2D(_MultTex, i.uv2); col = lerp(col, mult, _MultiplicatorTex); fixed4 emmis = tex2D(_EmmisiveText, i.uvEmmis); //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 idx = 0; idx < MAX_LIGHTS; idx++) { if (idx >= count) break; float radius = _LightPositions[idx].a; float3 q = _LightPositions[idx].xyz; float distanceFromLight = length(i.worldPos - q); if (distanceFromLight > _LightCutoffDistance) continue; float sd = 0.0; float contrib = 0.0; float invSqMul = max(1e-4, _InverseSqareMultiplier); //Lambertian diffuse float3 L = normalize(q - i.worldPos); // q = light position float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert if (NdotL <= 0) continue; if(_LightType[idx] == 0) { float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); contrib = invSq; //contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere dIntensity += contrib * NdotL; } else if (_LightType[idx] == 1) { float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); float threshold = (-1 + _LightDirections[idx].w / 180); contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0); contrib= 1 - step(threshold, contrib); contrib = contrib * invSq; dIntensity += contrib * NdotL; } float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult; 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 * dmax + emmis * _EmmissiveStrength * _EmmissiveColor; } ENDCG } } FallBack "Diffuse" }