Files
MoonlightVRC/Shader/LitParticles.shader
DeMuenu 7a3065211e Add shadow caster support to LitParticles shader
Introduced shadow caster texture, color, outside color, and minimum brightness parameters to the LitParticles shader. Moved related variable declarations to Variables.hlsl for reuse and removed redundant declarations from BlendinShader.shader. Updated LitParticles lighting calculation to apply shadow caster effects when appropriate.
2025-09-30 01:20:22 +02:00

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Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
{
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
_shadowCasterTex ("Shadow Caster Texture", 2D) = "white" {}
_shadowCasterColor ("Shadow Caster Color", Color) = (1,1,1,1)
_OutSideColor ("Outside Color", Color) = (1,1,1,1)
_MinBrightnessShadow ("Min Brightness for Shadows", Range(0,1)) = 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/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
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;
MoonlightGlobalVariables
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
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 = float4(1,1,1,1);
if (_Udon_ShadowMapIndex[LightCounter] > 0.5) {
ShadowCasterMult = SampleShadowcasterPlane(_Udon_WorldToLocal, _shadowCasterTex, _Udon_LightPositions[LightCounter].xyz, i.worldPos, _OutSideColor);
ShadowCasterMult *= _shadowCasterColor;
ShadowCasterMult = float4(ShadowCasterMult.rgb * (1-ShadowCasterMult.a), 1);
}
dmax = dmax + contrib * float4(LightColor, 1) * 1 * max(ShadowCasterMult, _MinBrightnessShadow);
}
//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"
}