UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/2D/Light2D.shader

252 lines
8.7 KiB
Plaintext
Raw Permalink Normal View History

2024-10-27 10:53:47 +03:00
Shader "Hidden/Light2D"
{
Properties
{
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Pass
{
Blend [_SrcBlend][_DstBlend]
ZWrite Off
ZTest Off
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
}
}
}