252 lines
8.7 KiB
Plaintext
252 lines
8.7 KiB
Plaintext
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Shader "Hidden/Light2D"
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{
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Properties
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{
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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Pass
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{
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Blend [_SrcBlend][_DstBlend]
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ZWrite Off
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ZTest Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_local USE_NORMAL_MAP __
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#pragma multi_compile_local USE_ADDITIVE_BLENDING __
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#pragma multi_compile_local USE_VOLUMETRIC __
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#pragma multi_compile_local USE_POINT_LIGHT_COOKIES __
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#pragma multi_compile_local LIGHT_QUALITY_FAST __
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShapeLightShared.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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half4 color : COLOR;
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half2 uv : TEXCOORD0;
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half2 lookupUV : TEXCOORD1; // This is used for light relative direction
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SHADOW_COORDS(TEXCOORD2)
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NORMALS_LIGHTING_COORDS(TEXCOORD3, TEXCOORD4)
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LIGHT_OFFSET(TEXCOORD5)
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};
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TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
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SAMPLER(sampler_CookieTex);
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TEXTURE2D(_FalloffLookup);
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SAMPLER(sampler_FalloffLookup);
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TEXTURE2D(_LightLookup);
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SAMPLER(sampler_LightLookup);
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half4 _LightLookup_TexelSize;
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#if USE_POINT_LIGHT_COOKIES
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TEXTURE2D(_PointLightCookieTex);
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SAMPLER(sampler_PointLightCookieTex);
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#endif
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NORMALS_LIGHTING_VARIABLES
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SHADOW_VARIABLES
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UNITY_LIGHT2D_DATA
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half _InverseHDREmulationScale;
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Varyings vert_shape(Attributes a, PerLight2D light)
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{
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Varyings o = (Varyings)0;
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float3 positionOS = a.positionOS;
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positionOS.x = positionOS.x + _L2D_FALLOFF_DISTANCE * a.color.r;
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positionOS.y = positionOS.y + _L2D_FALLOFF_DISTANCE * a.color.g;
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o.positionCS = TransformObjectToHClip(positionOS);
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o.color = _L2D_COLOR * _InverseHDREmulationScale;
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o.color.a = a.color.a;
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#if USE_VOLUMETRIC
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o.color.a = _L2D_COLOR.a * _L2D_VOLUME_OPACITY;
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#endif
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// If Sprite use UV.
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o.uv = (_L2D_LIGHT_TYPE == 2) ? a.uv : float2(a.color.a, _L2D_FALLOFF_INTENSITY);
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float4 worldSpacePos;
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worldSpacePos.xyz = TransformObjectToWorld(positionOS);
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worldSpacePos.w = 1;
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TRANSFER_NORMALS_LIGHTING(o, worldSpacePos, _L2D_POSITION.xyz, _L2D_POSITION.w)
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TRANSFER_SHADOWS(o)
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return o;
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}
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Varyings vert_point(Attributes a, PerLight2D light)
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{
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Varyings output = (Varyings)0;
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output.positionCS = TransformObjectToHClip(a.positionOS);
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output.uv = a.uv;
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float4 worldSpacePos;
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worldSpacePos.xyz = TransformObjectToWorld(a.positionOS);
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worldSpacePos.w = 1;
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float4 lightSpacePos = mul(_L2D_INVMATRIX, worldSpacePos);
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float halfTexelOffset = 0.5 * _LightLookup_TexelSize.x;
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output.lookupUV = 0.5 * (lightSpacePos.xy + 1) + halfTexelOffset;
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TRANSFER_NORMALS_LIGHTING(output, worldSpacePos, _L2D_POSITION.xyz, _L2D_POSITION.w)
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TRANSFER_SHADOWS(output)
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return output;
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}
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Varyings vert(Attributes attributes)
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{
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PerLight2D light;
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
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light = GetPerLight2D(attributes.color);
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#endif
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switch (_L2D_LIGHT_TYPE)
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{
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case 0:
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case 1:
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case 2:
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{
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Varyings v = vert_shape(attributes, light);
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v.lightOffset = attributes.color;
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return v;
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}
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break;
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case 3:
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{
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Varyings v = vert_point(attributes, light);
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v.lightOffset = attributes.color;
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return v;
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}
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}
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Varyings v = (Varyings)0;
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return v;
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}
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FragmentOutput frag_shape(Varyings i, PerLight2D light)
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{
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half4 lightColor = i.color;
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if (_L2D_LIGHT_TYPE == 2)
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{
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half4 cookie = SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
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#if USE_ADDITIVE_BLENDING
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lightColor *= cookie * cookie.a;
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#else
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lightColor *= cookie;
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#endif
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}
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else
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{
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#if USE_ADDITIVE_BLENDING
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lightColor *= SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
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#elif USE_VOLUMETRIC
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lightColor.a = i.color.a * SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
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#else
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lightColor.a = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
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#endif
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}
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#if !USE_VOLUMETRIC
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APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w);
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#endif
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APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY);
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return ToFragmentOutput(lightColor);
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}
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FragmentOutput frag_point(Varyings i, PerLight2D light)
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{
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half4 lookupValue = SAMPLE_TEXTURE2D(_LightLookup, sampler_LightLookup, i.lookupUV); // r = distance, g = angle, b = x direction, a = y direction
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// Inner Radius
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half attenuation = saturate(_L2D_INNER_RADIUS_MULT * lookupValue.r); // This is the code to take care of our inner radius
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// Spotlight
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half isFullSpotlight = _L2D_INNER_ANGLE == 1.0f;
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half spotAttenuation = saturate((_L2D_OUTER_ANGLE - lookupValue.g + isFullSpotlight) * (1.0f / (_L2D_OUTER_ANGLE - _L2D_INNER_ANGLE)));
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attenuation = attenuation * spotAttenuation;
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half2 mappedUV;
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mappedUV.x = attenuation;
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mappedUV.y = _L2D_FALLOFF_INTENSITY;
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attenuation = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, mappedUV).r;
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half4 lightColor = _L2D_COLOR;
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#if USE_POINT_LIGHT_COOKIES
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half4 cookieColor = SAMPLE_TEXTURE2D(_PointLightCookieTex, sampler_PointLightCookieTex, i.lookupUV);
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lightColor = cookieColor * _L2D_COLOR;
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#endif
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#if USE_ADDITIVE_BLENDING || USE_VOLUMETRIC
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lightColor *= attenuation;
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#else
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lightColor.a = attenuation;
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#endif
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#if !USE_VOLUMETRIC
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APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w);
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#endif
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APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY);
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#if USE_VOLUMETRIC
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lightColor *= _L2D_VOLUME_OPACITY;
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#endif
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return ToFragmentOutput(lightColor * _InverseHDREmulationScale);
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}
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FragmentOutput frag(Varyings i)
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{
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PerLight2D light;
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#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
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light = GetPerLight2D(i.lightOffset);
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#endif
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switch (_L2D_LIGHT_TYPE)
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{
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case 0:
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case 1:
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case 2:
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{
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FragmentOutput output = frag_shape(i, light);
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return output;
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}
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break;
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case 3:
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{
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FragmentOutput output = frag_point(i, light);
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return output;
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}
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}
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half4 color = i.color;
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return ToFragmentOutput(color);
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}
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ENDHLSL
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}
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}
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}
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