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- Shader "Hidden/Light2D"
- {
- Properties
- {
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [Enum(UnityEngine.Rendering.CompareFunction)] _HandleZTest("_HandleZTest", Int) = 0
- }
-
- 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 USE_ADDITIVE_BLENDING __
- #pragma multi_compile_local USE_VOLUMETRIC __
- #pragma multi_compile_local USE_POINT_LIGHT_COOKIES __
- #pragma multi_compile_local LIGHT_QUALITY_FAST __
-
- #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShapeLightShared.hlsl"
- #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;
- half2 lookupUV : TEXCOORD1; // This is used for light relative direction
-
- SHADOW_COORDS(TEXCOORD2)
- NORMALS_LIGHTING_COORDS(TEXCOORD3, TEXCOORD4)
- LIGHT_OFFSET(TEXCOORD5)
- };
-
- TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
- SAMPLER(sampler_CookieTex);
-
- TEXTURE2D(_FalloffLookup);
- SAMPLER(sampler_FalloffLookup);
-
- TEXTURE2D(_LightLookup);
- SAMPLER(sampler_LightLookup);
- half4 _LightLookup_TexelSize;
-
- #if USE_POINT_LIGHT_COOKIES
- TEXTURE2D(_PointLightCookieTex);
- SAMPLER(sampler_PointLightCookieTex);
- #endif
-
- NORMALS_LIGHTING_VARIABLES
- SHADOW_VARIABLES
- UNITY_LIGHT2D_DATA
-
- half _InverseHDREmulationScale;
-
- Varyings vert_shape(Attributes a, PerLight2D light)
- {
- Varyings o = (Varyings)0;
- 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;
- }
-
- Varyings vert_point(Attributes a, PerLight2D light)
- {
- Varyings output = (Varyings)0;
- output.positionCS = TransformObjectToHClip(a.positionOS);
- output.uv = a.uv;
-
- 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;
- }
-
- Varyings vert(Attributes attributes)
- {
-
- PerLight2D light;
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
- light = GetPerLight2D(attributes.color);
- #endif
-
- switch (_L2D_LIGHT_TYPE)
- {
- case 0:
- case 1:
- case 2:
- {
- Varyings v = vert_shape(attributes, light);
- v.lightOffset = attributes.color;
- return v;
- }
- break;
- case 3:
- {
- Varyings v = vert_point(attributes, light);
- v.lightOffset = attributes.color;
- return v;
- }
- }
-
- Varyings v = (Varyings)0;
- return v;
- }
-
- FragmentOutput frag_shape(Varyings i, PerLight2D light)
- {
- 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
- }
-
- #if !USE_VOLUMETRIC
- APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w);
- #endif
- APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY);
- return ToFragmentOutput(lightColor);
- }
-
- FragmentOutput frag_point(Varyings i, PerLight2D light)
- {
- 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;
-
- half4 lightColor = _L2D_COLOR;
- #if USE_POINT_LIGHT_COOKIES
- half4 cookieColor = SAMPLE_TEXTURE2D(_PointLightCookieTex, sampler_PointLightCookieTex, i.lookupUV);
- lightColor = cookieColor * _L2D_COLOR;
- #endif
-
- #if USE_ADDITIVE_BLENDING || USE_VOLUMETRIC
- lightColor *= attenuation;
- #else
- lightColor.a = attenuation;
- #endif
-
- #if !USE_VOLUMETRIC
- APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w);
- #endif
- APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY);
-
- #if USE_VOLUMETRIC
- lightColor *= _L2D_VOLUME_OPACITY;
- #endif
-
- return ToFragmentOutput(lightColor * _InverseHDREmulationScale);
- }
-
- FragmentOutput frag(Varyings i)
- {
-
- PerLight2D light;
- #if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
- light = GetPerLight2D(i.lightOffset);
- #endif
-
- switch (_L2D_LIGHT_TYPE)
- {
- case 0:
- case 1:
- case 2:
- {
- FragmentOutput output = frag_shape(i, light);
- return output;
- }
- break;
- case 3:
- {
- FragmentOutput output = frag_point(i, light);
- return output;
- }
- }
-
- half4 color = i.color;
- return ToFragmentOutput(color);
- }
- ENDHLSL
- }
- }
- }
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