Files
MoonlightVRC/Shader/Standard_Lightmap_2SP.shader
2026-03-24 16:01:31 +01:00

206 lines
7.6 KiB
GLSL

Shader "DeMuenu/World/Hoppou/Standard_Lightmap_2SP"
{
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
_EnableShadowCasting ("Enable Shadowcasting", Float) = 0
_BlurPixels ("Shadowcaster Blur Pixels", Float) = 0
//Moonlight END
[Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull[_Cull]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END
#include "UnityCG.cginc"
#include "Includes/Moonlight.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float2 uv2 : TEXCOORD1; // Lightmap UV
};
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
#ifdef LIGHTMAP_ON
float2 lmuv : TEXCOORD8;
#endif
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _Color;
float _NormalMapStrength;
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);
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
#ifdef LIGHTMAP_ON
o.lmuv = v.uv2 * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
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_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) * NdotL * ShadowCasterMult_1 * ShadowCasterMult_2;
}
//dmax.xyz = min(dmax * dIntensity, 1.0);
dmax.w = 1.0;
//Moonlight END
fixed3 lm = 0;
#ifdef LIGHTMAP_ON
// Decode handles RGBM/DoubleLDR and linear/gamma differences for you.
lm = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.lmuv));
#ifdef DIRLIGHTMAP_COMBINED
// Directional lightmaps add dominant direction; improves shading on normal-mapped/curved surfaces
half4 dirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd,unity_Lightmap, i.lmuv);
lm = DecodeDirectionalLightmap(lm, dirTex, normalize(i.worldNormal));
#endif
#endif
return col * _Color * (dmax + float4(lm, 1)) + emmis * _EmmissiveStrength * _EmmissiveColor;
}
ENDCG
}
}
FallBack "Diffuse"
}