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

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2024-05-06 14:45:45 -04:00
Shader "Hidden/Light2D-Shape"
{
Properties
{
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Pass
{
Blend[_SrcBlend][_DstBlend]
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local SPRITE_LIGHT __
#pragma multi_compile_local USE_NORMAL_MAP __
#pragma multi_compile_local LIGHT_QUALITY_FAST __
#pragma multi_compile_local USE_ADDITIVE_BLENDING __
#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;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
half2 uv : TEXCOORD0;
SHADOW_COORDS(TEXCOORD1)
NORMALS_LIGHTING_COORDS(TEXCOORD2, TEXCOORD3)
};
half _InverseHDREmulationScale;
half4 _LightColor;
half _FalloffDistance;
#ifdef SPRITE_LIGHT
TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
SAMPLER(sampler_CookieTex);
#else
half _FalloffIntensity;
TEXTURE2D(_FalloffLookup);
SAMPLER(sampler_FalloffLookup);
#endif
NORMALS_LIGHTING_VARIABLES
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 = attributes.color.a;
#ifdef SPRITE_LIGHT
o.uv = attributes.uv;
#else
o.uv = float2(o.color.a, _FalloffIntensity);
#endif
float4 worldSpacePos;
worldSpacePos.xyz = TransformObjectToWorld(positionOS);
worldSpacePos.w = 1;
TRANSFER_NORMALS_LIGHTING(o, worldSpacePos)
TRANSFER_SHADOWS(o)
return o;
}
half4 frag(Varyings i) : SV_Target
{
half4 color = i.color;
#if SPRITE_LIGHT
half4 cookie = SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
#if USE_ADDITIVE_BLENDING
color *= cookie * cookie.a;
#else
color *= cookie;
#endif
#else
#if USE_ADDITIVE_BLENDING
color *= SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
#else
color.a = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
#endif
#endif
APPLY_NORMALS_LIGHTING(i, color);
APPLY_SHADOWS(i, color, _ShadowIntensity);
return color;
}
ENDHLSL
}
}
}