mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-13 19:33:56 +00:00
Deleted shadow-related properties from BlendinShader.shader and LitParticles.shader to clean up unused parameters and simplify shader property blocks.
187 lines
6.7 KiB
GLSL
187 lines
6.7 KiB
GLSL
Shader "DeMuenu/World/Hoppou/RevealStandart"
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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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_NormalMap ("Normal Map", 2D) = "bump" {}
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_NormalMapStrength ("Normal Map Strength", Range(0,1)) = 1
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_Color ("Color", Color) = (1,1,1,1)
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_EmmisiveText ("Emmissive Texture", 2D) = "white" {}
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_EmmissiveColor ("Emmissive Color", Color) = (1,1,1,1)
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_EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0
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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 { "RenderType"="Opaque" }
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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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#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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//Moonlight Defines
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#define MAX_LIGHTS 80 // >= maxPlayers in script
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//Moonlight Defines END
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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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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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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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float2 uv2 : TEXCOORD1;
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float2 uvEmmis : TEXCOORD4;
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float4 vertex : SV_POSITION;
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float2 normUV : TEXCOORD5;
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float3 worldTangent : TEXCOORD6;
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float3 worldBitangent : TEXCOORD7;
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//Moonlight
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float3 worldPos : TEXCOORD2;
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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 _NormalMap;
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float4 _NormalMap_ST;
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float4 _Color;
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float _NormalMapStrength;
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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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float4x4 _Udon_WorldToLocal_1;
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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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float4x4 _Udon_WorldToLocal_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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o.normUV = TRANSFORM_TEX(v.uv, _NormalMap);
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o.uvEmmis = TRANSFORM_TEX(v.uv, _EmmisiveText);
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float3 nWS = UnityObjectToWorldNormal(v.normal);
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float3 tWS = normalize(UnityObjectToWorldDir(v.tangent.xyz));
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float3 bWS = normalize(cross(nWS, tWS) * v.tangent.w);
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o.worldNormal = nWS;
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o.worldTangent = tWS;
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o.worldBitangent= bWS;
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//Moonlight Vertex
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float4 wp = mul(unity_ObjectToWorld, v.vertex);
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o.worldPos = wp.xyz;
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//o.worldNormal = UnityObjectToWorldNormal(v.normal);
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//Moonlight Vertex 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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fixed4 norm = tex2D(_NormalMap, i.normUV);
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fixed4 emmis = tex2D(_EmmisiveText, i.uvEmmis);
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//Moonlight
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float3 nTS = UnpackNormal(norm);
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float3 NmapWS = normalize(i.worldTangent * nTS.x +
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i.worldBitangent * nTS.y +
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i.worldNormal * nTS.z);
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float3 N = normalize(lerp(normalize(i.worldNormal), NmapWS, saturate(_NormalMapStrength)));
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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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//Lambertian diffuse
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Lambert(_Udon_LightPositions[LightCounter].xyz ,i, N); //defines NdotL
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LightTypeCalculations(_Udon_LightColors, LightCounter, i, NdotL, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz);
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float4 ShadowCasterMult_1 = float4(1,1,1,1);
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float4 ShadowCasterMult_2 = float4(1,1,1,1);
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if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) {
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ShadowCasterMult_1 = SampleShadowcasterPlane(_Udon_WorldToLocal_1, _Udon_shadowCasterTex_1, _Udon_LightPositions[LightCounter].xyz, i.worldPos, _Udon_OutSideColor_1);
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ShadowCasterMult_1 *= _Udon_shadowCasterColor_1;
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ShadowCasterMult_1 = float4(ShadowCasterMult_1.rgb * (1-ShadowCasterMult_1.a), 1);
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ShadowCasterMult_1 = max(ShadowCasterMult_1, _Udon_MinBrightnessShadow_1)
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}
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if (_Udon_ShadowMapIndex[LightCounter] > 1.5) {
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ShadowCasterMult_2 = SampleShadowcasterPlane(_Udon_WorldToLocal_2, _Udon_shadowCasterTex_2, _Udon_LightPositions[LightCounter].xyz, i.worldPos, _Udon_OutSideColor_2);
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ShadowCasterMult_2 *= _Udon_shadowCasterColor_2;
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ShadowCasterMult_2 = float4(ShadowCasterMult_2.rgb * (1-ShadowCasterMult_2.a), 1);
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ShadowCasterMult_2 = max(ShadowCasterMult_2, _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 * dmax + emmis * _EmmissiveStrength * _EmmissiveColor;
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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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} |