Files
MoonlightVRC/Shader/BlendinShader.shader
DeMuenu fd5eb748e2 Add support for multiple shadowcaster planes
Extended ShadowcasterUpdater and shaders to handle multiple shadowcaster planes by introducing indexed properties and logic for two shadowcaster sets. Updated property names and shader logic to support per-index shadowcaster textures, colors, and brightness, enabling more flexible shadow casting in scenes.
2025-09-30 12:59:56 +02:00

193 lines
7.0 KiB
GLSL

Shader "DeMuenu/World/Hoppou/RevealStandart"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_NormalMap ("Normal Map", 2D) = "bump" {}
_NormalMapStrength ("Normal Map Strength", Range(0,1)) = 1
_Color ("Color", Color) = (1,1,1,1)
_EmmisiveText ("Emmissive Texture", 2D) = "white" {}
_EmmissiveColor ("Emmissive Color", Color) = (1,1,1,1)
_EmmissiveStrength ("Emmissive Strength", Range(0,10)) = 0
//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 { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Includes/LightStrength.hlsl"
#include "Includes/Lambert.hlsl"
#include "Includes/DefaultSetup.hlsl"
#include "Includes/Variables.hlsl"
#include "Includes/Shadowcaster.cginc"
//Moonlight Defines
#define MAX_LIGHTS 80 // >= maxPlayers in script
//Moonlight Defines END
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 normal : NORMAL;
float4 tangent : TANGENT;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv2 : TEXCOORD1;
float2 uvEmmis : TEXCOORD4;
float4 vertex : SV_POSITION;
float2 normUV : TEXCOORD5;
float3 worldTangent : TEXCOORD6;
float3 worldBitangent : TEXCOORD7;
//Moonlight
float3 worldPos : TEXCOORD2;
float3 worldNormal: TEXCOORD3;
//Moonlight END
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _NormalMap;
float4 _NormalMap_ST;
float4 _Color;
float _NormalMapStrength;
sampler2D _EmmisiveText;
float4 _EmmisiveText_ST;
float4 _EmmissiveColor;
float _EmmissiveStrength;
MoonlightGlobalVariables
float4x4 _Udon_WorldToLocal_1;
sampler2D _Udon_shadowCasterTex_1;
float4 _Udon_shadowCasterColor_1;
float4 _Udon_OutSideColor_1;
float _Udon_MinBrightnessShadow_1;
float4x4 _Udon_WorldToLocal_2;
sampler2D _Udon_shadowCasterTex_2;
float4 _Udon_shadowCasterColor_2;
float4 _Udon_OutSideColor_2;
float _Udon_MinBrightnessShadow_2;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.normUV = TRANSFORM_TEX(v.uv, _NormalMap);
o.uvEmmis = TRANSFORM_TEX(v.uv, _EmmisiveText);
float3 nWS = UnityObjectToWorldNormal(v.normal);
float3 tWS = normalize(UnityObjectToWorldDir(v.tangent.xyz));
float3 bWS = normalize(cross(nWS, tWS) * v.tangent.w);
o.worldNormal = nWS;
o.worldTangent = tWS;
o.worldBitangent= bWS;
//Moonlight Vertex
float4 wp = mul(unity_ObjectToWorld, v.vertex);
o.worldPos = wp.xyz;
//o.worldNormal = UnityObjectToWorldNormal(v.normal);
//Moonlight Vertex END
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 norm = tex2D(_NormalMap, i.normUV);
fixed4 emmis = tex2D(_EmmisiveText, i.uvEmmis);
//Moonlight
float3 nTS = UnpackNormal(norm);
float3 NmapWS = normalize(i.worldTangent * nTS.x +
i.worldBitangent * nTS.y +
i.worldNormal * nTS.z);
float3 N = normalize(lerp(normalize(i.worldNormal), NmapWS, saturate(_NormalMapStrength)));
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
//Lambertian diffuse
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_1 = float4(1,1,1,1);
float4 ShadowCasterMult_2 = float4(1,1,1,1);
if (((_Udon_ShadowMapIndex[LightCounter] > 0.5) && (_Udon_ShadowMapIndex[LightCounter] < 1.5)) || (_Udon_ShadowMapIndex[LightCounter] > 2.5)) {
ShadowCasterMult_1 = SampleShadowcasterPlane(_Udon_WorldToLocal_1, _Udon_shadowCasterTex_1, _Udon_LightPositions[LightCounter].xyz, i.worldPos, _Udon_OutSideColor_1);
ShadowCasterMult_1 *= _Udon_shadowCasterColor_1;
ShadowCasterMult_1 = float4(ShadowCasterMult_1.rgb * (1-ShadowCasterMult_1.a), 1);
ShadowCasterMult_1 = max(ShadowCasterMult_1, _Udon_MinBrightnessShadow_1)
}
if (_Udon_ShadowMapIndex[LightCounter] > 1.5) {
ShadowCasterMult_2 = SampleShadowcasterPlane(_Udon_WorldToLocal_2, _Udon_shadowCasterTex_2, _Udon_LightPositions[LightCounter].xyz, i.worldPos, _Udon_OutSideColor_2);
ShadowCasterMult_2 *= _Udon_shadowCasterColor_2;
ShadowCasterMult_2 = float4(ShadowCasterMult_2.rgb * (1-ShadowCasterMult_2.a), 1);
ShadowCasterMult_2 = max(ShadowCasterMult_2, _Udon_MinBrightnessShadow_2)
}
dmax = dmax + contrib * float4(LightColor, 1) * ShadowCasterMult_1 * ShadowCasterMult_2;
}
//dmax.xyz = min(dmax * dIntensity, 1.0);
dmax.w = 1.0;
//Moonlight END
return col * _Color * dmax + emmis * _EmmissiveStrength * _EmmissiveColor;
}
ENDCG
}
}
FallBack "Diffuse"
}