88 lines
4.0 KiB
HLSL
88 lines
4.0 KiB
HLSL
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#if USE_NORMAL_MAP
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#if LIGHT_QUALITY_FAST
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#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB) \
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half4 lightDirection : TEXCOORDA;\
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half2 screenUV : TEXCOORDB;
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#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos)\
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output.screenUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w);\
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half3 planeNormal = -GetViewForwardDir();\
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half3 projLightPos = _LightPosition.xyz - (dot(_LightPosition.xyz - worldSpacePos.xyz, planeNormal) - _LightZDistance) * planeNormal;\
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output.lightDirection.xyz = projLightPos - worldSpacePos.xyz;\
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output.lightDirection.w = 0;
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#define APPLY_NORMALS_LIGHTING(input, lightColor)\
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half4 normal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, input.screenUV);\
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half3 normalUnpacked = UnpackNormalRGBNoScale(normal);\
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half3 dirToLight = normalize(input.lightDirection.xyz);\
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lightColor = lightColor * saturate(dot(dirToLight, normalUnpacked));
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#else
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#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB) \
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half4 positionWS : TEXCOORDA;\
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half2 screenUV : TEXCOORDB;
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#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos) \
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output.screenUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w); \
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output.positionWS = worldSpacePos;
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#define APPLY_NORMALS_LIGHTING(input, lightColor)\
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half4 normal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, input.screenUV);\
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half3 normalUnpacked = UnpackNormalRGBNoScale(normal);\
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half3 planeNormal = -GetViewForwardDir();\
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half3 projLightPos = _LightPosition.xyz - (dot(_LightPosition.xyz - input.positionWS.xyz, planeNormal) - _LightZDistance) * planeNormal;\
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half3 dirToLight = normalize(projLightPos - input.positionWS.xyz);\
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lightColor = lightColor * saturate(dot(dirToLight, normalUnpacked));
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#endif
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#define NORMALS_LIGHTING_VARIABLES \
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TEXTURE2D(_NormalMap); \
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SAMPLER(sampler_NormalMap); \
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half4 _LightPosition;\
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half _LightZDistance;
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#else
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#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB)
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#define NORMALS_LIGHTING_VARIABLES
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#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos)
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#define APPLY_NORMALS_LIGHTING(input, lightColor)
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#endif
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#define SHADOW_COORDS(TEXCOORDA)\
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float2 shadowUV : TEXCOORDA;
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#define SHADOW_VARIABLES\
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float _ShadowIntensity;\
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float _ShadowVolumeIntensity;\
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half4 _ShadowColorMask = 1;\
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TEXTURE2D(_ShadowTex);\
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SAMPLER(sampler_ShadowTex);
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//#define APPLY_SHADOWS(input, color, intensity)\
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// if(intensity < 1)\
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// {\
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// half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \
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// half shadowIntensity = 1 - (shadow.r * saturate(2 * (shadow.g - 0.5f * shadow.b))); \
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// color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\
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// }
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//half shadowIntensity = 1-dot(_ShadowColorMask, shadow); \
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//color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\
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// Need to look at shadow caster to remove issue with shadows
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#define APPLY_SHADOWS(input, color, intensity)\
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if(intensity < 1)\
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{\
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half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \
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half shadowIntensity = 1-dot(_ShadowColorMask, shadow.rgba) ; \
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color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\
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}
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#define TRANSFER_SHADOWS(output)\
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output.shadowUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w);
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#define SHAPE_LIGHT(index)\
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TEXTURE2D(_ShapeLightTexture##index);\
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SAMPLER(sampler_ShapeLightTexture##index);\
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half2 _ShapeLightBlendFactors##index;\
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half4 _ShapeLightMaskFilter##index;\
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half4 _ShapeLightInvertedFilter##index;
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