Files
MoonlightVRC/Shader/LitParticles.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

170 lines
5.6 KiB
Plaintext

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
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);
//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
LightTypeCalculations(_Udon_LightColors, LightCounter, i, 1, 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) * ShadowCasterMult1 * ShadowCasterMult_2;
}
//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"
}