Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/2D/Light2D-Point.shader
2024-05-06 11:45:45 -07:00

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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
}
}
}