Shader "Hidden/Light2D-Point" { 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_POINT_LIGHT_COOKIES __ #pragma multi_compile_local LIGHT_QUALITY_FAST __ #pragma multi_compile_local USE_NORMAL_MAP __ #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 texcoord : TEXCOORD0; }; struct Varyings { float4 positionCS : SV_POSITION; half2 uv : TEXCOORD0; half2 lookupUV : TEXCOORD1; // This is used for light relative direction NORMALS_LIGHTING_COORDS(TEXCOORD2, TEXCOORD3) SHADOW_COORDS(TEXCOORD4) LIGHT_OFFSET(TEXCOORD5) }; UNITY_LIGHT2D_DATA #if USE_POINT_LIGHT_COOKIES TEXTURE2D(_PointLightCookieTex); SAMPLER(sampler_PointLightCookieTex); #endif TEXTURE2D(_FalloffLookup); SAMPLER(sampler_FalloffLookup); TEXTURE2D(_LightLookup); SAMPLER(sampler_LightLookup); half4 _LightLookup_TexelSize; NORMALS_LIGHTING_VARIABLES SHADOW_VARIABLES half _IsFullSpotlight; half _InverseHDREmulationScale; Varyings vert(Attributes a) { Varyings output = (Varyings)0; output.positionCS = TransformObjectToHClip(a.positionOS); output.uv = a.texcoord; output.lightOffset = a.color; #if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA PerLight2D light = GetPerLight2D(output.lightOffset); #endif float4 worldSpacePos; worldSpacePos.xyz = TransformObjectToWorld(a.positionOS); worldSpacePos.w = 1; float4 lightSpacePos = mul(_L2D_INVMATRIX, worldSpacePos); float halfTexelOffset = 0.5 * _LightLookup_TexelSize.x; output.lookupUV = 0.5 * (lightSpacePos.xy + 1) + halfTexelOffset; TRANSFER_NORMALS_LIGHTING(output, worldSpacePos, _L2D_POSITION.xyz, _L2D_POSITION.w) TRANSFER_SHADOWS(output) return output; } FragmentOutput frag(Varyings i) { #if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA PerLight2D light = GetPerLight2D(i.lightOffset); #endif half4 lookupValue = SAMPLE_TEXTURE2D(_LightLookup, sampler_LightLookup, i.lookupUV); // r = distance, g = angle, b = x direction, a = y direction // Inner Radius half attenuation = saturate(_L2D_INNER_RADIUS_MULT * lookupValue.r); // This is the code to take care of our inner radius // Spotlight half isFullSpotlight = _L2D_INNER_ANGLE == 1.0f; half spotAttenuation = saturate((_L2D_OUTER_ANGLE - lookupValue.g + _IsFullSpotlight) * (1.0f / (_L2D_OUTER_ANGLE - _L2D_INNER_ANGLE))); attenuation = attenuation * spotAttenuation; half2 mappedUV; mappedUV.x = attenuation; mappedUV.y = _L2D_FALLOFF_INTENSITY; attenuation = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, mappedUV).r; #if USE_POINT_LIGHT_COOKIES half4 cookieColor = SAMPLE_TEXTURE2D(_PointLightCookieTex, sampler_PointLightCookieTex, i.lookupUV); half4 lightColor = cookieColor * _L2D_COLOR; #else half4 lightColor = _L2D_COLOR; #endif #if USE_ADDITIVE_BLENDING || USE_VOLUMETRIC lightColor *= attenuation; #else lightColor.a = attenuation; #endif APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w); APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY); #if USE_VOLUMETRIC lightColor *= _L2D_VOLUME_OPACITY; #endif return ToFragmentOutput(lightColor * _InverseHDREmulationScale); } ENDHLSL } } }