Files
MoonlightVRC/Shader/LitParticles.shader
2025-09-24 09:41:56 +02:00

186 lines
5.6 KiB
GLSL

Shader "DeMuenu/World/Hoppou/Particles/LitParticles"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Color", Color) = (1,1,1,1)
//MoonsLight
_InverseSqareMultiplier ("Inverse Square Multiplier", Float) = 1
_LightCutoffDistance ("Light Cutoff Distance", Float) = 100
//MoonsLight 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"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
float3 normal : NORMAL;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
//MoonsLight
float3 worldPos : TEXCOORD2;
float4 color : COLOR;
float3 worldNormal: TEXCOORD3;
//MoonsLight END
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _MultTex;
float4 _MultTex_ST;
float4 _Color;
sampler2D _EmmisiveText;
float4 _EmmisiveText_ST;
float4 _EmmissiveColor;
float _EmmissiveStrength;
//MoonsLight
float _InverseSqareMultiplier;
float _LightCutoffDistance;
float4 _LightPositions[MAX_LIGHTS]; // xyz = position
float4 _LightColors[MAX_LIGHTS]; // xyz = position
float4 _LightDirections[MAX_LIGHTS]; // xyz = direction, w = cos(halfAngle)
float _LightType[MAX_LIGHTS]; // 0 = sphere, 1 = cone
float _PlayerCount; // set via SetFloat
//MoonsLight END
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
//MoonsLight
float4 wp = mul(unity_ObjectToWorld, v.vertex);
o.worldPos = wp.xyz;
o.color = v.color;
o.worldNormal = UnityObjectToWorldNormal(v.normal);
//MoonsLight END
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
//MoonsLight
int count = (int)_PlayerCount;
float3 N = normalize(i.worldNormal); //for lambertian diffuse
// Example: compute distance to nearest player
float4 dmax = float4(0,0,0,1);
float dIntensity = 0;
[loop]
for (int idx = 0; idx < MAX_LIGHTS; idx++)
{
if (idx >= count) break;
float radius = _LightPositions[idx].a;
float3 q = _LightPositions[idx].xyz;
float distanceFromLight = length(i.worldPos - q);
if (distanceFromLight > _LightCutoffDistance) continue;
float sd = 0.0;
float contrib = 0.0;
float invSqMul = max(1e-4, _InverseSqareMultiplier);
//Lambertian diffuse
float3 L = normalize(q - i.worldPos); // q = light position
float NdotL = saturate(dot(N, L) * 0.5 + 0.5); // one-sided Lambert
if (NdotL <= 0) continue;
if(_LightType[idx] == 0)
{
float invSq = _LightColors[idx].a / max(1e-4, max(0, max(1, distanceFromLight - radius) * invSqMul) * max(0, max(1, distanceFromLight - radius) * invSqMul));
contrib = invSq;
//contrib = contrib * step(-distance(i.worldPos, q), -1 + radius * 1); // 0 if outside sphere
dIntensity += contrib * NdotL;
}
else if (_LightType[idx] == 1)
{
float invSq = _LightColors[idx].a / max(1e-4, (distanceFromLight * invSqMul) * (distanceFromLight * invSqMul));
float threshold = (-1 + _LightDirections[idx].w / 180);
contrib = min(dot(normalize(i.worldPos - q), -normalize(_LightDirections[idx].xyz)), 0);
contrib= 1 - step(threshold, contrib);
contrib = contrib * invSq;
dIntensity += contrib * NdotL;
}
float3 LightColor = _LightColors[idx].xyz; // * NormalDirMult;
dmax = dmax + contrib * float4(LightColor, 1) * NdotL; // accumulate light contributions
}
//dmax.xyz = min(dmax * dIntensity, 1.0);
dmax.w = 1.0;
dmax = dmax;
//MoonsLight END
return col * _Color * min(dmax, 1.0) * i.color;
}
ENDCG
}
}
FallBack "Diffuse"
}