Files
MoonlightVRC/Shader/BlendinShader.shader
DeMuenu 0e633983cf Refactor shadowcaster to use explicit plane basis
Replaces the use of world-to-local matrices for shadowcaster planes with explicit plane origin, basis, and normal vectors in both C# and shader code. Updates property setting in ShadowcasterUpdater and its editor preview, and rewrites the shadow sampling function in the shader include to use the new basis. Adjusts all affected shaders to use the new properties and sampling function for improved clarity and flexibility.
2025-10-01 13:26:33 +02:00

202 lines
7.1 KiB
GLSL

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
}
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
float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
float4 _Udon_Plane_Normal_1; // xyz = unit normal
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4 _Udon_Plane_Origin_2;
float4 _Udon_Plane_Uinv_2;
float4 _Udon_Plane_Vinv_2;
float4 _Udon_Plane_Normal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
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_1 = 1;
float4 ShadowCasterMult_2 = 1;
if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 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);
ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
}
if (_Udon_ShadowMapIndex[LightCounter] > 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);
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 * dmax + emmis * _EmmissiveStrength * _EmmissiveColor;
}
ENDCG
}
}
FallBack "Diffuse"
}