mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2026-05-06 10:22:20 +00:00
157 lines
5.0 KiB
Plaintext
157 lines
5.0 KiB
Plaintext
Shader "DeMuenu/World/Hoppou/Particles/LitParticles_2SP"
|
|
{
|
|
Properties
|
|
{
|
|
_MainTex ("Texture", 2D) = "white" {}
|
|
_Color ("Color", Color) = (1,1,1,1)
|
|
|
|
|
|
//Moonlight
|
|
_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
|
|
_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
|
|
|
|
_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
|
|
_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
|
|
//Moonlight 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/Moonlight.hlsl"
|
|
|
|
|
|
|
|
struct appdata
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
|
|
float4 color : COLOR;
|
|
|
|
float3 normal : NORMAL;
|
|
|
|
};
|
|
|
|
struct v2f
|
|
{
|
|
float2 uv : TEXCOORD0;
|
|
float4 vertex : SV_POSITION;
|
|
//Moonlight
|
|
float3 worldPos : TEXCOORD2;
|
|
|
|
float4 color : COLOR;
|
|
|
|
float3 worldNormal: TEXCOORD3;
|
|
//Moonlight END
|
|
};
|
|
|
|
sampler2D _MainTex;
|
|
float4 _MainTex_ST;
|
|
sampler2D _MultTex;
|
|
float4 _MultTex_ST;
|
|
float4 _Color;
|
|
|
|
|
|
sampler2D _EmmisiveText;
|
|
float4 _EmmisiveText_ST;
|
|
float4 _EmmissiveColor;
|
|
float _EmmissiveStrength;
|
|
|
|
v2f vert (appdata v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
|
|
|
|
|
//Moonlight
|
|
float4 wp = mul(unity_ObjectToWorld, v.vertex);
|
|
o.worldPos = wp.xyz;
|
|
o.color = v.color;
|
|
o.worldNormal = UnityObjectToWorldNormal(v.normal);
|
|
//Moonlight END
|
|
|
|
|
|
return o;
|
|
}
|
|
|
|
fixed4 frag (v2f i) : SV_Target
|
|
{
|
|
// sample the texture
|
|
fixed4 col = tex2D(_MainTex, i.uv);
|
|
|
|
|
|
//Moonlight
|
|
float3 N = normalize(i.worldNormal); /*for lambertian diffuse*/
|
|
|
|
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
|
|
|
|
|
|
LightTypeCalculations(_Udon_LightColors, LightCounter, i, 1, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz);
|
|
|
|
float4 ShadowCasterMult_1 = 1;
|
|
float4 ShadowCasterMult_2 = 1;
|
|
|
|
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 (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;
|
|
|
|
}
|
|
|
|
//dmax.xyz = min(dmax * dIntensity, 1.0);
|
|
dmax.w = 1.0;
|
|
|
|
//Moonlight END
|
|
|
|
return col * _Color * min(dmax, 1.0) * i.color;
|
|
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
FallBack "Diffuse"
|
|
} |