testss
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#if !defined(COMBINED_SHAPE_LIGHT_PASS)
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#define COMBINED_SHAPE_LIGHT_PASS
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half _HDREmulationScale;
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half _UseSceneLighting;
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half4 _RendererColor;
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half4 CombinedShapeLightShared(half4 color, half4 mask, half2 lightingUV)
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{
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if (color.a == 0.0)
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discard;
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color = color * _RendererColor; // This is needed for sprite shape
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#if USE_SHAPE_LIGHT_TYPE_0
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half4 shapeLight0 = SAMPLE_TEXTURE2D(_ShapeLightTexture0, sampler_ShapeLightTexture0, lightingUV);
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if (any(_ShapeLightMaskFilter0))
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{
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half4 processedMask = (1 - _ShapeLightInvertedFilter0) * mask + _ShapeLightInvertedFilter0 * (1 - mask);
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shapeLight0 *= dot(processedMask, _ShapeLightMaskFilter0);
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}
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half4 shapeLight0Modulate = shapeLight0 * _ShapeLightBlendFactors0.x;
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half4 shapeLight0Additive = shapeLight0 * _ShapeLightBlendFactors0.y;
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#else
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half4 shapeLight0Modulate = 0;
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half4 shapeLight0Additive = 0;
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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half4 shapeLight1 = SAMPLE_TEXTURE2D(_ShapeLightTexture1, sampler_ShapeLightTexture1, lightingUV);
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if (any(_ShapeLightMaskFilter1))
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{
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half4 processedMask = (1 - _ShapeLightInvertedFilter1) * mask + _ShapeLightInvertedFilter1 * (1 - mask);
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shapeLight1 *= dot(processedMask, _ShapeLightMaskFilter1);
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}
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half4 shapeLight1Modulate = shapeLight1 * _ShapeLightBlendFactors1.x;
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half4 shapeLight1Additive = shapeLight1 * _ShapeLightBlendFactors1.y;
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#else
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half4 shapeLight1Modulate = 0;
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half4 shapeLight1Additive = 0;
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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half4 shapeLight2 = SAMPLE_TEXTURE2D(_ShapeLightTexture2, sampler_ShapeLightTexture2, lightingUV);
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if (any(_ShapeLightMaskFilter2))
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{
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half4 processedMask = (1 - _ShapeLightInvertedFilter2) * mask + _ShapeLightInvertedFilter2 * (1 - mask);
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shapeLight2 *= dot(processedMask, _ShapeLightMaskFilter2);
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}
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half4 shapeLight2Modulate = shapeLight2 * _ShapeLightBlendFactors2.x;
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half4 shapeLight2Additive = shapeLight2 * _ShapeLightBlendFactors2.y;
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#else
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half4 shapeLight2Modulate = 0;
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half4 shapeLight2Additive = 0;
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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half4 shapeLight3 = SAMPLE_TEXTURE2D(_ShapeLightTexture3, sampler_ShapeLightTexture3, lightingUV);
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if (any(_ShapeLightMaskFilter3))
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{
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half4 processedMask = (1 - _ShapeLightInvertedFilter3) * mask + _ShapeLightInvertedFilter3 * (1 - mask);
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shapeLight3 *= dot(processedMask, _ShapeLightMaskFilter3);
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}
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half4 shapeLight3Modulate = shapeLight3 * _ShapeLightBlendFactors3.x;
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half4 shapeLight3Additive = shapeLight3 * _ShapeLightBlendFactors3.y;
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#else
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half4 shapeLight3Modulate = 0;
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half4 shapeLight3Additive = 0;
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#endif
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half4 finalOutput;
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#if !USE_SHAPE_LIGHT_TYPE_0 && !USE_SHAPE_LIGHT_TYPE_1 && !USE_SHAPE_LIGHT_TYPE_2 && ! USE_SHAPE_LIGHT_TYPE_3
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finalOutput = color;
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#else
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half4 finalModulate = shapeLight0Modulate + shapeLight1Modulate + shapeLight2Modulate + shapeLight3Modulate;
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half4 finalAdditve = shapeLight0Additive + shapeLight1Additive + shapeLight2Additive + shapeLight3Additive;
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finalOutput = _HDREmulationScale * (color * finalModulate + finalAdditve);
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#endif
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finalOutput.a = color.a;
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finalOutput = finalOutput *_UseSceneLighting + (1 - _UseSceneLighting)*color;
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return max(0, finalOutput);
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}
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#endif
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@@ -0,0 +1,75 @@
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#if USE_NORMAL_MAP
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#if LIGHT_QUALITY_FAST
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#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB) \
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half4 lightDirection : TEXCOORDA;\
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half2 screenUV : TEXCOORDB;
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#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos)\
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output.screenUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w);\
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half3 planeNormal = -GetViewForwardDir();\
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half3 projLightPos = _LightPosition.xyz - (dot(_LightPosition.xyz - worldSpacePos.xyz, planeNormal) - _LightZDistance) * planeNormal;\
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output.lightDirection.xyz = normalize(projLightPos - worldSpacePos.xyz);\
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output.lightDirection.w = 0;
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#define APPLY_NORMALS_LIGHTING(input, lightColor)\
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half4 normal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, input.screenUV);\
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half3 normalUnpacked = UnpackNormalRGBNoScale(normal);\
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lightColor = lightColor * saturate(dot(input.lightDirection.xyz, normalUnpacked));
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#else
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#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB) \
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half4 positionWS : TEXCOORDA;\
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half2 screenUV : TEXCOORDB;
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#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos) \
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output.screenUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz / output.positionCS.w); \
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output.positionWS = worldSpacePos;
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#define APPLY_NORMALS_LIGHTING(input, lightColor)\
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half4 normal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, input.screenUV);\
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half3 normalUnpacked = UnpackNormalRGBNoScale(normal);\
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half3 planeNormal = -GetViewForwardDir();\
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half3 projLightPos = _LightPosition.xyz - (dot(_LightPosition.xyz - input.positionWS.xyz, planeNormal) - _LightZDistance) * planeNormal;\
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half3 dirToLight = normalize(projLightPos - input.positionWS.xyz);\
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lightColor = lightColor * saturate(dot(dirToLight, normalUnpacked));
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#endif
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#define NORMALS_LIGHTING_VARIABLES \
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TEXTURE2D(_NormalMap); \
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SAMPLER(sampler_NormalMap); \
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half4 _LightPosition;\
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half _LightZDistance;
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#else
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#define NORMALS_LIGHTING_COORDS(TEXCOORDA, TEXCOORDB)
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#define NORMALS_LIGHTING_VARIABLES
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#define TRANSFER_NORMALS_LIGHTING(output, worldSpacePos)
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#define APPLY_NORMALS_LIGHTING(input, lightColor)
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#endif
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#define SHADOW_COORDS(TEXCOORDA)\
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float2 shadowUV : TEXCOORDA;
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#define SHADOW_VARIABLES\
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float _ShadowIntensity;\
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float _ShadowVolumeIntensity;\
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TEXTURE2D(_ShadowTex);\
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SAMPLER(sampler_ShadowTex);
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#define APPLY_SHADOWS(input, color, intensity)\
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if(intensity < 1)\
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{\
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half4 shadow = saturate(SAMPLE_TEXTURE2D(_ShadowTex, sampler_ShadowTex, input.shadowUV)); \
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half shadowIntensity = 1 - (shadow.r * saturate(2 * (shadow.g - 0.5f * shadow.b))); \
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color.rgb = (color.rgb * shadowIntensity) + (color.rgb * intensity*(1 - shadowIntensity));\
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}
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#define TRANSFER_SHADOWS(output)\
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output.shadowUV = ComputeNormalizedDeviceCoordinates(output.positionCS.xyz);
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#define SHAPE_LIGHT(index)\
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TEXTURE2D(_ShapeLightTexture##index);\
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SAMPLER(sampler_ShapeLightTexture##index);\
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half2 _ShapeLightBlendFactors##index;\
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half4 _ShapeLightMaskFilter##index;\
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half4 _ShapeLightInvertedFilter##index;
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@@ -0,0 +1,16 @@
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#if !defined(NORMALS_RENDERING_PASS)
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#define NORMALS_RENDERING_PASS
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half4 NormalsRenderingShared(half4 color, half3 normalTS, half3 tangent, half3 bitangent, half3 normal)
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{
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half4 normalColor;
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(tangent.xyz, bitangent.xyz, normal.xyz));
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normalColor.rgb = 0.5 * ((normalWS)+1);
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normalColor.a = color.a; // used for blending
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return normalColor;
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}
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#endif
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