b486678290
Library -Artifacts
116 lines
3.5 KiB
Plaintext
116 lines
3.5 KiB
Plaintext
Shader "Hidden/Light2D-Shape"
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{
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Properties
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{
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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Blend[_SrcBlend][_DstBlend]
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_local SPRITE_LIGHT __
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#pragma multi_compile_local USE_NORMAL_MAP __
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#pragma multi_compile_local USE_ADDITIVE_BLENDING __
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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half4 color : COLOR;
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half2 uv : TEXCOORD0;
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SHADOW_COORDS(TEXCOORD1)
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NORMALS_LIGHTING_COORDS(TEXCOORD2, TEXCOORD3)
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};
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half _InverseHDREmulationScale;
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half4 _LightColor;
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half _FalloffDistance;
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#ifdef SPRITE_LIGHT
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TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
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SAMPLER(sampler_CookieTex);
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#else
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half _FalloffIntensity;
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TEXTURE2D(_FalloffLookup);
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SAMPLER(sampler_FalloffLookup);
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#endif
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NORMALS_LIGHTING_VARIABLES
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SHADOW_VARIABLES
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Varyings vert(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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float3 positionOS = attributes.positionOS;
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positionOS.x = positionOS.x + _FalloffDistance * attributes.color.r;
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positionOS.y = positionOS.y + _FalloffDistance * attributes.color.g;
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o.positionCS = TransformObjectToHClip(positionOS);
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o.color = _LightColor * _InverseHDREmulationScale;
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o.color.a = attributes.color.a;
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#ifdef SPRITE_LIGHT
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o.uv = attributes.uv;
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#else
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o.uv = float2(o.color.a, _FalloffIntensity);
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#endif
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float4 worldSpacePos;
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worldSpacePos.xyz = TransformObjectToWorld(positionOS);
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worldSpacePos.w = 1;
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TRANSFER_NORMALS_LIGHTING(o, worldSpacePos)
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TRANSFER_SHADOWS(o)
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return o;
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}
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half4 frag(Varyings i) : SV_Target
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{
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half4 color = i.color;
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#if SPRITE_LIGHT
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half4 cookie = SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
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#if USE_ADDITIVE_BLENDING
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color *= cookie * cookie.a;
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#else
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color *= cookie;
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#endif
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#else
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#if USE_ADDITIVE_BLENDING
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color *= SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
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#else
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color.a = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
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#endif
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#endif
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APPLY_NORMALS_LIGHTING(i, color);
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APPLY_SHADOWS(i, color, _ShadowIntensity);
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return color;
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}
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ENDHLSL
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}
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}
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}
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