130 lines
4.7 KiB
Plaintext
130 lines
4.7 KiB
Plaintext
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Shader "Hidden/Light2D-Point"
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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 USE_POINT_LIGHT_COOKIES __
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#pragma multi_compile_local LIGHT_QUALITY_FAST __
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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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float2 texcoord : 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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half2 uv : TEXCOORD0;
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half2 lookupUV : TEXCOORD2; // This is used for light relative direction
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NORMALS_LIGHTING_COORDS(TEXCOORD4, TEXCOORD5)
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SHADOW_COORDS(TEXCOORD6)
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};
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#if USE_POINT_LIGHT_COOKIES
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TEXTURE2D(_PointLightCookieTex);
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SAMPLER(sampler_PointLightCookieTex);
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#endif
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TEXTURE2D(_FalloffLookup);
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SAMPLER(sampler_FalloffLookup);
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half _FalloffIntensity;
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TEXTURE2D(_LightLookup);
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SAMPLER(sampler_LightLookup);
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half4 _LightLookup_TexelSize;
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NORMALS_LIGHTING_VARIABLES
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SHADOW_VARIABLES
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half4 _LightColor;
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float4x4 _LightInvMatrix;
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float4x4 _LightNoRotInvMatrix;
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half _OuterAngle; // 1-0 where 1 is the value at 0 degrees and 1 is the value at 180 degrees
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half _InnerAngleMult; // 1-0 where 1 is the value at 0 degrees and 1 is the value at 180 degrees
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half _InnerRadiusMult; // 1-0 where 1 is the value at the center and 0 is the value at the outer radius
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half _InverseHDREmulationScale;
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half _IsFullSpotlight;
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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output.positionCS = TransformObjectToHClip(input.positionOS);
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output.uv = input.texcoord;
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float4 worldSpacePos;
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worldSpacePos.xyz = TransformObjectToWorld(input.positionOS);
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worldSpacePos.w = 1;
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float4 lightSpacePos = mul(_LightInvMatrix, worldSpacePos);
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float4 lightSpaceNoRotPos = mul(_LightNoRotInvMatrix, worldSpacePos);
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float halfTexelOffset = 0.5 * _LightLookup_TexelSize.x;
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output.lookupUV = 0.5 * (lightSpacePos.xy + 1) + halfTexelOffset;
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TRANSFER_NORMALS_LIGHTING(output, worldSpacePos)
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TRANSFER_SHADOWS(output)
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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half4 lookupValue = SAMPLE_TEXTURE2D(_LightLookup, sampler_LightLookup, input.lookupUV); // r = distance, g = angle, b = x direction, a = y direction
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// Inner Radius
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half attenuation = saturate(_InnerRadiusMult * lookupValue.r); // This is the code to take care of our inner radius
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// Spotlight
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half spotAttenuation = saturate((_OuterAngle - lookupValue.g + _IsFullSpotlight) * _InnerAngleMult);
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attenuation = attenuation * spotAttenuation;
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half2 mappedUV;
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mappedUV.x = attenuation;
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mappedUV.y = _FalloffIntensity;
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attenuation = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, mappedUV).r;
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#if USE_POINT_LIGHT_COOKIES
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half4 cookieColor = SAMPLE_TEXTURE2D(_PointLightCookieTex, sampler_PointLightCookieTex, input.lookupUV);
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half4 lightColor = cookieColor * _LightColor;
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#else
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half4 lightColor = _LightColor;
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#endif
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#if USE_ADDITIVE_BLENDING
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lightColor *= attenuation;
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#else
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lightColor.a = attenuation;
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#endif
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APPLY_NORMALS_LIGHTING(input, lightColor);
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APPLY_SHADOWS(input, lightColor, _ShadowIntensity);
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return lightColor * _InverseHDREmulationScale;
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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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