b486678290
Library -Artifacts
96 lines
2.7 KiB
Plaintext
96 lines
2.7 KiB
Plaintext
Shader "Hidden/Light2D-Shape-Volumetric"
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{
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SubShader
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{
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Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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Blend SrcAlpha One
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ZWrite Off
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ZTest 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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#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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half2 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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};
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half4 _LightColor;
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half _FalloffDistance;
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half _VolumeOpacity;
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half _InverseHDREmulationScale;
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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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uniform half _FalloffIntensity;
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TEXTURE2D(_FalloffLookup);
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SAMPLER(sampler_FalloffLookup);
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#endif
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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 = _LightColor.a * _VolumeOpacity;
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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(attributes.color.a, _FalloffIntensity);
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#endif
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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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color *= SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
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#else
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color.a = i.color.a * SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
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#endif
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APPLY_SHADOWS(i, color, _ShadowVolumeIntensity);
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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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