Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/2D/Light2D-Shape-Volumetric.sh...

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2024-05-06 14:45:45 -04:00
Shader "Hidden/Light2D-Shape-Volumetric"
{
SubShader
{
Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Pass
{
Blend SrcAlpha One
ZWrite Off
ZTest Off
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local SPRITE_LIGHT __
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
half2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
half2 uv : TEXCOORD0;
SHADOW_COORDS(TEXCOORD1)
};
half4 _LightColor;
half _FalloffDistance;
half _VolumeOpacity;
half _InverseHDREmulationScale;
#ifdef SPRITE_LIGHT
TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
SAMPLER(sampler_CookieTex);
#else
uniform half _FalloffIntensity;
TEXTURE2D(_FalloffLookup);
SAMPLER(sampler_FalloffLookup);
#endif
SHADOW_VARIABLES
Varyings vert(Attributes attributes)
{
Varyings o = (Varyings)0;
float3 positionOS = attributes.positionOS;
positionOS.x = positionOS.x + _FalloffDistance * attributes.color.r;
positionOS.y = positionOS.y + _FalloffDistance * attributes.color.g;
o.positionCS = TransformObjectToHClip(positionOS);
o.color = _LightColor * _InverseHDREmulationScale;
o.color.a = _LightColor.a * _VolumeOpacity;
#ifdef SPRITE_LIGHT
o.uv = attributes.uv;
#else
o.uv = float2(attributes.color.a, _FalloffIntensity);
#endif
TRANSFER_SHADOWS(o)
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 color = i.color;
#if SPRITE_LIGHT
color *= SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
#else
color.a = i.color.a * SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
#endif
APPLY_SHADOWS(i, color, _ShadowVolumeIntensity);
return color;
}
ENDHLSL
}
}
}