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MoonlightVRC/Shader/Includes/LightStrength.hlsl
DeMuenu b9bfd0b559 Refactor light calculations into LightStrength.hlsl include
Moved light type calculation logic from BlendinShader.shader to a new include file, LightStrength.hlsl, for better modularity and maintainability. Updated the shader to use the new macro for light calculations, improving code clarity and reducing duplication.
2025-09-24 17:51:23 +02:00

23 lines
1016 B
HLSL

#ifndef LightTypeCalculations
#define LightTypeCalculations(_LightColors ,LightCounter, i, NdotL, dIntensity, radius, Lightposition) \
if(_LightType[LightCounter] == 0) \
{ \
contrib = _LightColors[LightCounter].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul)); \
\
dIntensity += contrib * NdotL; \
} \
else if (_LightType[LightCounter] == 1) \
{ \
float invSq = _LightColors[LightCounter].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul)); \
float threshold = (-1 + _LightDirections[LightCounter].w / 180); \
\
contrib = min(dot(normalize(i.worldPos - Lightposition), -normalize(_LightDirections[LightCounter].xyz)), 0); \
contrib= 1 - step(threshold, contrib); \
\
contrib = contrib * invSq; \
dIntensity += contrib * NdotL; \
} \
float3 LightColor = _LightColors[LightCounter].xyz; \
#endif