mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-13 11:33:54 +00:00
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.
177 lines
5.7 KiB
Plaintext
177 lines
5.7 KiB
Plaintext
Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Color ("Color", Color) = (1,1,1,1)
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//Moonlight
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_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
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_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
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//Moonlight END
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}
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SubShader
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{
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha One
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Cull Off
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Lighting Off
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ZWrite Off
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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#include "UnityCG.cginc"
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#include "Includes/LightStrength.hlsl"
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#include "Includes/Lambert.hlsl"
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#include "Includes/DefaultSetup.hlsl"
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#include "Includes/Variables.hlsl"
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#include "Includes/Shadowcaster.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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float4 color : COLOR;
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float3 normal : NORMAL;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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//Moonlight
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float3 worldPos : TEXCOORD2;
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float4 color : COLOR;
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float3 worldNormal: TEXCOORD3;
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//Moonlight END
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _MultTex;
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float4 _MultTex_ST;
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float4 _Color;
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sampler2D _EmmisiveText;
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float4 _EmmisiveText_ST;
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float4 _EmmissiveColor;
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float _EmmissiveStrength;
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MoonlightGlobalVariables
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float4 _Udon_Plane_Origin_1; // xyz = origin (world), w unused
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float4 _Udon_Plane_Uinv_1; // xyz = Udir / (2*halfWidth)
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float4 _Udon_Plane_Vinv_1; // xyz = Vdir / (2*halfHeight)
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float4 _Udon_Plane_Normal_1; // xyz = unit normal
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sampler2D _Udon_shadowCasterTex_1;
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float4 _Udon_shadowCasterColor_1;
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float4 _Udon_OutSideColor_1;
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float _Udon_MinBrightnessShadow_1;
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float4 _Udon_Plane_Origin_2;
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float4 _Udon_Plane_Uinv_2;
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float4 _Udon_Plane_Vinv_2;
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float4 _Udon_Plane_Normal_2;
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sampler2D _Udon_shadowCasterTex_2;
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float4 _Udon_shadowCasterColor_2;
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float4 _Udon_OutSideColor_2;
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float _Udon_MinBrightnessShadow_2;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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//Moonlight
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float4 wp = mul(unity_ObjectToWorld, v.vertex);
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o.worldPos = wp.xyz;
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o.color = v.color;
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o.worldNormal = UnityObjectToWorldNormal(v.normal);
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//Moonlight END
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_MainTex, i.uv);
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//Moonlight
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float3 N = normalize(i.worldNormal); /*for lambertian diffuse*/
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OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
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[loop]
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for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
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{
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InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
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LightTypeCalculations(_Udon_LightColors, LightCounter, i, 1, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz);
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float4 ShadowCasterMult_1 = 1;
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float4 ShadowCasterMult_2 = 1;
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5))
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{
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float4 sc1 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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_Udon_Plane_Origin_1.xyz, _Udon_Plane_Uinv_1.xyz, _Udon_Plane_Vinv_1.xyz, _Udon_Plane_Normal_1.xyz,
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_Udon_shadowCasterTex_1, _Udon_OutSideColor_1, _Udon_shadowCasterColor_1);
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ShadowCasterMult_1 = max(sc1, _Udon_MinBrightnessShadow_1);
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}
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if (_Udon_ShadowMapIndex[LightCounter] > 1.5)
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{
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float4 sc2 = SampleShadowcasterPlaneWS_Basis(
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_Udon_LightPositions[LightCounter].xyz, i.worldPos,
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_Udon_Plane_Origin_2.xyz, _Udon_Plane_Uinv_2.xyz, _Udon_Plane_Vinv_2.xyz, _Udon_Plane_Normal_2.xyz,
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_Udon_shadowCasterTex_2, _Udon_OutSideColor_2, _Udon_shadowCasterColor_2);
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ShadowCasterMult_2 = max(sc2, _Udon_MinBrightnessShadow_2);
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}
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dmax = dmax + contrib * float4(LightColor, 1) * ShadowCasterMult_1 * ShadowCasterMult_2;
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}
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//dmax.xyz = min(dmax * dIntensity, 1.0);
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dmax.w = 1.0;
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//Moonlight END
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return col * _Color * min(dmax, 1.0) * i.color;
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}
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ENDCG
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}
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}
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FallBack "Diffuse"
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} |