Shader "Hidden/Light2D-Shape" { Properties { [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [Enum(UnityEngine.Rendering.CompareFunction)] _HandleZTest ("_HandleZTest", Int) = 4 } SubShader { Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } Pass { Blend [_SrcBlend][_DstBlend] ZWrite Off ZTest [_HandleZTest] Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_local USE_NORMAL_MAP __ #pragma multi_compile_local LIGHT_QUALITY_FAST __ #pragma multi_compile_local USE_ADDITIVE_BLENDING __ #pragma multi_compile_local USE_VOLUMETRIC __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __ #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __ #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) LIGHT_OFFSET(TEXCOORD4) }; UNITY_LIGHT2D_DATA half _InverseHDREmulationScale; TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture SAMPLER(sampler_CookieTex); TEXTURE2D(_FalloffLookup); SAMPLER(sampler_FalloffLookup); NORMALS_LIGHTING_VARIABLES SHADOW_VARIABLES Varyings vert(Attributes a) { Varyings o = (Varyings)0; o.lightOffset = a.color; #if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA PerLight2D light = GetPerLight2D(o.lightOffset); #endif float3 positionOS = a.positionOS; positionOS.x = positionOS.x + _L2D_FALLOFF_DISTANCE * a.color.r; positionOS.y = positionOS.y + _L2D_FALLOFF_DISTANCE * a.color.g; o.positionCS = TransformObjectToHClip(positionOS); o.color = _L2D_COLOR * _InverseHDREmulationScale; o.color.a = a.color.a; #if USE_VOLUMETRIC o.color.a = _L2D_COLOR.a * _L2D_VOLUME_OPACITY; #endif // If Sprite use UV. o.uv = (_L2D_LIGHT_TYPE == 2) ? a.uv : float2(a.color.a, _L2D_FALLOFF_INTENSITY); float4 worldSpacePos; worldSpacePos.xyz = TransformObjectToWorld(positionOS); worldSpacePos.w = 1; TRANSFER_NORMALS_LIGHTING(o, worldSpacePos, _L2D_POSITION.xyz, _L2D_POSITION.w) TRANSFER_SHADOWS(o) return o; } FragmentOutput frag(Varyings i) : SV_Target { #if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA PerLight2D light = GetPerLight2D(i.lightOffset); #endif half4 lightColor = i.color; if (_L2D_LIGHT_TYPE == 2) { half4 cookie = SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv); #if USE_ADDITIVE_BLENDING lightColor *= cookie * cookie.a; #else lightColor *= cookie; #endif } else { #if USE_ADDITIVE_BLENDING lightColor *= SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r; #elif USE_VOLUMETRIC lightColor.a = i.color.a * SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r; #else lightColor.a = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r; #endif } APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w); APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY); return ToFragmentOutput(lightColor); } ENDHLSL } } }