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