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- 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
- }
- }
- }
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