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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 19:11:36 +08:00
[unity] Shader cleanup: removed duplicate unused cginc files. See #1255.
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#ifndef SHADER_SHARED_INCLUDED
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#define SHADER_SHARED_INCLUDED
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#include "UnityCG.cginc"
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////////////////////////////////////////
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// Space functions
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//
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inline float4 calculateWorldPos(float4 vertex)
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{
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return mul(unity_ObjectToWorld, vertex);
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}
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inline float4 calculateLocalPos(float4 vertex)
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{
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return UnityObjectToClipPos(vertex);
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}
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inline half3 calculateWorldNormal(float3 normal)
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{
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return UnityObjectToWorldNormal(normal);
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}
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////////////////////////////////////////
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// Maths functions
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//
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inline float dotClamped(float3 a, float3 b)
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{
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#if (SHADER_TARGET < 30 || defined(SHADER_API_PS3))
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return saturate(dot(a, b));
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#else
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return max(0.0h, dot(a, b));
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#endif
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}
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inline float oneDividedBy(float value)
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{
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//Catches NANs
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float sign_value = sign(value);
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float sign_value_squared = sign_value*sign_value;
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return sign_value_squared / ( value + sign_value_squared - 1.0);
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}
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inline float4 quat_from_axis_angle(float3 axis, float angleRadians)
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{
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float4 qr;
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float half_angle = (angleRadians * 0.5);
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qr.x = axis.x * sin(half_angle);
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qr.y = axis.y * sin(half_angle);
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qr.z = axis.z * sin(half_angle);
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qr.w = cos(half_angle);
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return qr;
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}
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inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians)
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{
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float4 q = quat_from_axis_angle(axis, angleRadians);
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float3 v = position.xyz;
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return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);
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}
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////////////////////////////////////////
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// Normal map functions
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//
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#if defined(_NORMALMAP)
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uniform sampler2D _BumpMap;
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inline half3 calculateWorldTangent(float4 tangent)
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{
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return UnityObjectToWorldDir(tangent);
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}
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inline half3 calculateWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentW)
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{
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// For odd-negative scale transforms we need to flip the binormal
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return cross(normalWorld, tangentWorld.xyz) * tangentW * unity_WorldTransformParams.w;
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}
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inline half3 calculateNormalFromBumpMap(float2 texUV, half3 tangentWorld, half3 binormalWorld, half3 normalWorld)
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{
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half3 localNormal = UnpackNormal(tex2D(_BumpMap, texUV));
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half3x3 rotation = half3x3(tangentWorld, binormalWorld, normalWorld);
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half3 normal = normalize(mul(localNormal, rotation));
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return normal;
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}
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#endif // _NORMALMAP
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////////////////////////////////////////
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// Blending functions
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//
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inline fixed4 calculateLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
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{
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fixed4 finalPixel;
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#if defined(_ALPHAPREMULTIPLY_ON)
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//Pre multiplied alpha
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finalPixel = texureColor * color;
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finalPixel.rgb *= lighting * color.a;
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#elif defined(_MULTIPLYBLEND)
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//Multiply
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finalPixel = color * texureColor;
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finalPixel.rgb *= lighting;
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finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
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#elif defined(_MULTIPLYBLEND_X2)
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//Multiply x2
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finalPixel.rgb = texureColor.rgb * color.rgb * lighting * 2.0f;
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finalPixel.a = color.a * texureColor.a;
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finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
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#elif defined(_ADDITIVEBLEND)
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//Additive
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finalPixel = texureColor * 2.0f * color;
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finalPixel.rgb *= lighting * color.a;
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#elif defined(_ADDITIVEBLEND_SOFT)
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//Additive soft
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finalPixel = texureColor * color;
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finalPixel.rgb *= lighting * finalPixel.a;
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#else
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finalPixel.a = texureColor.a * color.a;
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finalPixel.rgb = texureColor.rgb * color.rgb * (lighting * finalPixel.a);
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#endif
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return finalPixel;
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}
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inline fixed4 calculateLitPixel(fixed4 texureColor, fixed3 lighting) : SV_Target
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{
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fixed4 finalPixel;
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#if defined(_ALPHAPREMULTIPLY_ON)
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//Pre multiplied alpha
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finalPixel = texureColor;
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finalPixel.rgb *= lighting;
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#elif defined(_MULTIPLYBLEND)
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//Multiply
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finalPixel = texureColor;
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finalPixel.rgb *= lighting;
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finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
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#elif defined(_MULTIPLYBLEND_X2)
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//Multiply x2
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finalPixel.rgb = texureColor.rgb * lighting * 2.0f;
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finalPixel.a = texureColor.a;
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finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
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#elif defined(_ADDITIVEBLEND)
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//Additive
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finalPixel = texureColor * 2.0f;
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finalPixel.rgb *= lighting;
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#elif defined(_ADDITIVEBLEND_SOFT)
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//Additive soft
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finalPixel = texureColor;
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finalPixel.rgb *= lighting * finalPixel.a;
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#else
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finalPixel.a = texureColor.a;
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finalPixel.rgb = texureColor.rgb * (lighting * finalPixel.a);
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#endif
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return finalPixel;
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}
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inline fixed4 calculateAdditiveLitPixel(fixed4 texureColor, fixed4 color, fixed3 lighting) : SV_Target
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{
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fixed4 finalPixel;
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#if defined(_ALPHAPREMULTIPLY_ON)
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//Pre multiplied alpha
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finalPixel.rgb = texureColor.rgb * lighting * color.rgb * color.a;
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finalPixel.a = 1.0;
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#else
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//All other alpha
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finalPixel.rgb = (texureColor.rgb * lighting * color.rgb) * (texureColor.a * color.a);
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finalPixel.a = 1.0;
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#endif
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return finalPixel;
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}
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inline fixed4 calculatePixel(fixed4 texureColor, fixed4 color) : SV_Target
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{
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fixed4 finalPixel;
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#if defined(_ALPHAPREMULTIPLY_ON)
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//Pre multiplied alpha
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finalPixel = texureColor * color;
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finalPixel.rgb *= color.a;
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#elif defined(_MULTIPLYBLEND)
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//Multiply
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finalPixel = color * texureColor;
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finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
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#elif defined(_MULTIPLYBLEND_X2)
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//Multiply x2
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finalPixel.rgb = texureColor.rgb * color.rgb * 2.0f;
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finalPixel.a = color.a * texureColor.a;
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finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
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#elif defined(_ADDITIVEBLEND)
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//Additive
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finalPixel = texureColor * 2.0f * color;
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#elif defined(_ADDITIVEBLEND_SOFT)
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//Additive soft
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finalPixel = color * texureColor;
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finalPixel.rgb *= finalPixel.a;
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#else
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//Standard alpha
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finalPixel.a = texureColor.a * color.a;
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finalPixel.rgb = (texureColor.rgb * color.rgb) * finalPixel.a;
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#endif
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return finalPixel;
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}
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inline fixed4 calculatePixel(fixed4 texureColor) : SV_Target
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{
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fixed4 finalPixel;
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#if defined(_ALPHAPREMULTIPLY_ON)
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//Pre multiplied alpha
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finalPixel = texureColor;
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#elif defined(_MULTIPLYBLEND)
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//Multiply
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finalPixel = texureColor;
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finalPixel = lerp(fixed4(1,1,1,1), finalPixel, finalPixel.a);
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#elif defined(_MULTIPLYBLEND_X2)
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//Multiply x2
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finalPixel.rgb = texureColor.rgb * 2.0f;
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finalPixel.a = texureColor.a;
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finalPixel = lerp(fixed4(0.5f,0.5f,0.5f,0.5f), finalPixel, finalPixel.a);
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#elif defined(_ADDITIVEBLEND)
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//Additive
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finalPixel = texureColor * 2.0f;
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#elif defined(_ADDITIVEBLEND_SOFT)
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//Additive soft
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finalPixel = texureColor;
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finalPixel.rgb *= finalPixel.a;
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#else
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//Standard alpha
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finalPixel.a = texureColor.a;
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finalPixel.rgb = texureColor.rgb * finalPixel.a;
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#endif
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return finalPixel;
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}
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////////////////////////////////////////
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// Alpha Clipping
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//
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#if defined(_ALPHA_CLIP)
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uniform fixed _Cutoff;
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#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
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#else
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#define ALPHA_CLIP(pixel, color)
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#endif
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////////////////////////////////////////
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// Color functions
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//
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uniform fixed4 _Color;
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inline fixed4 calculateVertexColor(fixed4 color)
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{
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return color * _Color;
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}
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#if defined(_COLOR_ADJUST)
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uniform float _Hue;
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uniform float _Saturation;
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uniform float _Brightness;
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uniform fixed4 _OverlayColor;
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float3 rgb2hsv(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
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float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float3 hsv2rgb(float3 c)
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{
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c = float3(c.x, clamp(c.yz, 0.0, 1.0));
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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inline fixed4 adjustColor(fixed4 color)
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{
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float3 hsv = rgb2hsv(color.rgb);
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hsv.x += _Hue;
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hsv.y *= _Saturation;
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hsv.z *= _Brightness;
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color.rgb = hsv2rgb(hsv);
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return color;
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}
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#define COLORISE(pixel) pixel.rgb = lerp(pixel.rgb, _OverlayColor.rgb, _OverlayColor.a * pixel.a);
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#define COLORISE_ADDITIVE(pixel) pixel.rgb = ((1.0-_OverlayColor.a) * pixel.rgb);
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#else // !_COLOR_ADJUST
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#define COLORISE(pixel)
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#define COLORISE_ADDITIVE(pixel)
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#endif // !_COLOR_ADJUST
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////////////////////////////////////////
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// Texture functions
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//
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uniform sampler2D _MainTex;
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#if _TEXTURE_BLEND
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uniform sampler2D _BlendTex;
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uniform float _BlendAmount;
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fixed4 calculateBlendedTexturePixel(float2 texcoord)
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{
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return (1.0-_BlendAmount) * tex2D(_MainTex, texcoord) + _BlendAmount * tex2D(_BlendTex, texcoord);
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}
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#endif // _TEXTURE_BLEND
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inline fixed4 calculateTexturePixel(float2 texcoord)
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{
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fixed4 pixel;
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#if _TEXTURE_BLEND
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pixel = calculateBlendedTexturePixel(texcoord);
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#else
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pixel = tex2D(_MainTex, texcoord);
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#endif // !_TEXTURE_BLEND
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#if defined(_COLOR_ADJUST)
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pixel = adjustColor(pixel);
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#endif // _COLOR_ADJUST
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return pixel;
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}
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uniform fixed4 _MainTex_ST;
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inline float2 calculateTextureCoord(float4 texcoord)
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{
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return TRANSFORM_TEX(texcoord, _MainTex);
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}
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#endif // SHADER_SHARED_INCLUDED
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@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: ce9f78731d2f39c49a8688633f53a524
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timeCreated: 1479457856
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licenseType: Free
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ShaderImporter:
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defaultTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,162 +0,0 @@
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#ifndef SPRITE_LIGHTING_INCLUDED
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#define SPRITE_LIGHTING_INCLUDED
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//Check for using mesh normals
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#if !defined(_FIXED_NORMALS) && !defined(_FIXED_NORMALS_BACK_RENDERING)
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#define MESH_NORMALS
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#endif // _FIXED_NORMALS || _FIXED_NORMALS_BACK_RENDERING
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////////////////////////////////////////
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// Vertex structs
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//
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struct VertexInput
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{
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float4 vertex : POSITION;
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float4 texcoord : TEXCOORD0;
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float4 color : COLOR;
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#if defined(MESH_NORMALS)
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float3 normal : NORMAL;
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#endif // MESH_NORMALS
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#if defined(_NORMALMAP)
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float4 tangent : TANGENT;
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#endif // _NORMALMAP
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};
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////////////////////////////////////////
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// Normal functions
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//
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//Fixed Normal defined in view space
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uniform float4 _FixedNormal = float4(0, 0, -1, 1);
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inline half3 calculateSpriteWorldNormal(VertexInput vertex)
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{
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#if defined(MESH_NORMALS)
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return calculateWorldNormal(vertex.normal);
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#else //MESH_NORMALS
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//Rotate fixed normal by inverse camera matrix to convert the fixed normal into world space
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float3x3 invView = transpose((float3x3)UNITY_MATRIX_VP);
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float3 normal = _FixedNormal.xyz;
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#if UNITY_REVERSED_Z
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normal.z = -normal.z;
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#endif
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return normalize(mul(invView, normal));
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#endif // !MESH_NORMALS
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}
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inline half3 calculateSpriteViewNormal(VertexInput vertex)
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{
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#if defined(MESH_NORMALS)
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return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal));
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#else // !MESH_NORMALS
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float3 normal = _FixedNormal.xyz;
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#if UNITY_REVERSED_Z
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normal.z = -normal.z;
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#endif
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return normal;
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#endif // !MESH_NORMALS
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}
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////////////////////////////////////////
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// Normal map functions
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//
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#if defined(_NORMALMAP)
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inline half3 calculateSpriteWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentW)
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{
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#if defined(_FIXED_NORMALS_BACK_RENDERING)
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//If we're using fixed normals and sprite is facing away from camera, flip tangentW
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float3 zAxis = float3(0.0, 0.0, 1.0);
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float3 modelForward = mul((float3x3)unity_ObjectToWorld, zAxis);
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float3 cameraForward = mul((float3x3)UNITY_MATRIX_VP, zAxis);
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float directionDot = dot(modelForward, cameraForward);
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//Don't worry if directionDot is zero, sprite will be side on to camera so invisible meaning it doesnt matter that tangentW will be zero too
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tangentW *= sign(directionDot);
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#endif // _FIXED_NORMALS_BACK_RENDERING
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return calculateWorldBinormal(normalWorld, tangentWorld, tangentW);
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}
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#endif // _NORMALMAP
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#if defined(_DIFFUSE_RAMP)
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////////////////////////////////////////
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// Diffuse ramp functions
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//
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//Disable for softer, more traditional diffuse ramping
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#define HARD_DIFFUSE_RAMP
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uniform sampler2D _DiffuseRamp;
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inline fixed3 calculateDiffuseRamp(float ramp)
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{
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return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb;
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}
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inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot)
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{
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float d = angleDot * 0.5 + 0.5;
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#if defined(HARD_DIFFUSE_RAMP)
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half3 ramp = calculateDiffuseRamp(d * attenuation * 2);
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return lightColor * ramp;
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#else
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half3 ramp = calculateDiffuseRamp(d);
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return lightColor * ramp * (attenuation * 2);
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#endif
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}
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#endif // _DIFFUSE_RAMP
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////////////////////////////////////////
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// Rim Lighting functions
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//
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||||
#ifdef _RIM_LIGHTING
|
||||
|
||||
uniform float _RimPower;
|
||||
uniform fixed4 _RimColor;
|
||||
|
||||
inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target
|
||||
{
|
||||
fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld);
|
||||
float invDot = 1.0 - saturate(dot(normalWorld, viewDir));
|
||||
float rimPower = pow(invDot, _RimPower);
|
||||
float rim = saturate(rimPower * _RimColor.a);
|
||||
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
rim = calculateDiffuseRamp(rim).r;
|
||||
#endif
|
||||
|
||||
return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim);
|
||||
}
|
||||
|
||||
#endif //_RIM_LIGHTING
|
||||
|
||||
////////////////////////////////////////
|
||||
// Emission functions
|
||||
//
|
||||
|
||||
#ifdef _EMISSION
|
||||
|
||||
uniform sampler2D _EmissionMap;
|
||||
uniform fixed4 _EmissionColor;
|
||||
uniform float _EmissionPower;
|
||||
|
||||
|
||||
#define APPLY_EMISSION(diffuse, uv) \
|
||||
{ \
|
||||
diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower; \
|
||||
}
|
||||
|
||||
#else //!_EMISSION
|
||||
|
||||
#define APPLY_EMISSION(diffuse, uv)
|
||||
|
||||
#endif //!_EMISSION
|
||||
|
||||
#endif // SPRITE_LIGHTING_INCLUDED
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 252dba02e84702448a0838ced241467d
|
||||
timeCreated: 1479457856
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,198 +0,0 @@
|
||||
#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED
|
||||
#define SPRITE_PIXEL_LIGHTING_INCLUDED
|
||||
|
||||
#include "ShaderShared.cginc"
|
||||
#include "SpriteLighting.cginc"
|
||||
#include "AutoLight.cginc"
|
||||
|
||||
////////////////////////////////////////
|
||||
// Defines
|
||||
//
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex output struct
|
||||
//
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
#define _VERTEX_LIGHTING_INDEX TEXCOORD5
|
||||
#define _LIGHT_COORD_INDEX_0 6
|
||||
#define _LIGHT_COORD_INDEX_1 7
|
||||
#define _FOG_COORD_INDEX 8
|
||||
#else
|
||||
#define _VERTEX_LIGHTING_INDEX TEXCOORD3
|
||||
#define _LIGHT_COORD_INDEX_0 4
|
||||
#define _LIGHT_COORD_INDEX_1 5
|
||||
#define _FOG_COORD_INDEX 6
|
||||
#endif // _NORMALMAP
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 posWorld : TEXCOORD1;
|
||||
half3 normalWorld : TEXCOORD2;
|
||||
#if defined(_NORMALMAP)
|
||||
half3 tangentWorld : TEXCOORD3;
|
||||
half3 binormalWorld : TEXCOORD4;
|
||||
#endif // _NORMALMAP
|
||||
fixed3 vertexLighting : _VERTEX_LIGHTING_INDEX;
|
||||
LIGHTING_COORDS(_LIGHT_COORD_INDEX_0, _LIGHT_COORD_INDEX_1)
|
||||
#if defined(_FOG)
|
||||
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
|
||||
#endif // _FOG
|
||||
};
|
||||
|
||||
////////////////////////////////////////
|
||||
// Light calculations
|
||||
//
|
||||
|
||||
uniform fixed4 _LightColor0;
|
||||
|
||||
inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld)
|
||||
{
|
||||
//For directional lights _WorldSpaceLightPos0.w is set to zero
|
||||
float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w);
|
||||
|
||||
float attenuation = LIGHT_ATTENUATION(input);
|
||||
float angleDot = max(0, dot(normalWorld, lightWorldDirection));
|
||||
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot);
|
||||
#else
|
||||
fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot);
|
||||
#endif // _DIFFUSE_RAMP
|
||||
|
||||
return lightDiffuse;
|
||||
}
|
||||
|
||||
inline float3 calculateNormalWorld(VertexOutput input)
|
||||
{
|
||||
#if defined(_NORMALMAP)
|
||||
return calculateNormalFromBumpMap(input.texcoord, input.tangentWorld, input.binormalWorld, input.normalWorld);
|
||||
#else
|
||||
return input.normalWorld;
|
||||
#endif
|
||||
}
|
||||
|
||||
fixed3 calculateVertexLighting(float3 posWorld, float3 normalWorld)
|
||||
{
|
||||
fixed3 vertexLighting = fixed3(0,0,0);
|
||||
|
||||
#ifdef VERTEXLIGHT_ON
|
||||
//Get approximated illumination from non-important point lights
|
||||
vertexLighting = Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
||||
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
||||
unity_4LightAtten0, posWorld, normalWorld) * 0.5;
|
||||
#endif
|
||||
|
||||
return vertexLighting;
|
||||
}
|
||||
|
||||
fixed3 calculateAmbientLight(half3 normalWorld)
|
||||
{
|
||||
#if defined(_SPHERICAL_HARMONICS)
|
||||
fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0)) * 0.75f;
|
||||
#else
|
||||
fixed3 ambient = unity_AmbientSky.rgb * 0.75;
|
||||
#endif
|
||||
return ambient;
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex program
|
||||
//
|
||||
|
||||
VertexOutput vert(VertexInput v)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
output.pos = calculateLocalPos(v.vertex);
|
||||
output.color = calculateVertexColor(v.color);
|
||||
output.texcoord = calculateTextureCoord(v.texcoord);
|
||||
output.posWorld = calculateWorldPos(v.vertex);
|
||||
output.normalWorld = calculateSpriteWorldNormal(v);
|
||||
output.vertexLighting = calculateVertexLighting(output.posWorld, output.normalWorld);
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
output.tangentWorld = calculateWorldTangent(v.tangent);
|
||||
output.binormalWorld = calculateSpriteWorldBinormal(output.normalWorld, output.tangentWorld, v.tangent.w);
|
||||
#endif
|
||||
|
||||
TRANSFER_VERTEX_TO_FRAGMENT(output)
|
||||
|
||||
#if defined(_FOG)
|
||||
UNITY_TRANSFER_FOG(output,output.pos);
|
||||
#endif // _FOG
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Fragment programs
|
||||
//
|
||||
|
||||
fixed4 fragBase(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord);
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
//Get normal direction
|
||||
fixed3 normalWorld = calculateNormalWorld(input);
|
||||
|
||||
//Get Ambient diffuse
|
||||
fixed3 ambient = calculateAmbientLight(normalWorld);
|
||||
|
||||
//Get primary pixel light diffuse
|
||||
fixed3 diffuse = calculateLightDiffuse(input, normalWorld);
|
||||
|
||||
//Combine along with vertex lighting for the base lighting pass
|
||||
fixed3 lighting = ambient + diffuse + input.vertexLighting;
|
||||
|
||||
APPLY_EMISSION(lighting, input.texcoord)
|
||||
|
||||
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
|
||||
|
||||
#if defined(_RIM_LIGHTING)
|
||||
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
|
||||
#endif
|
||||
|
||||
COLORISE(pixel)
|
||||
|
||||
#if defined(_FOG)
|
||||
fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
|
||||
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
|
||||
#endif // _FOG
|
||||
|
||||
return pixel;
|
||||
}
|
||||
|
||||
fixed4 fragAdd(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord);
|
||||
|
||||
#if defined(_COLOR_ADJUST)
|
||||
texureColor = adjustColor(texureColor);
|
||||
#endif // _COLOR_ADJUST
|
||||
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
//Get normal direction
|
||||
fixed3 normalWorld = calculateNormalWorld(input);
|
||||
|
||||
//Get light diffuse
|
||||
fixed3 lighting = calculateLightDiffuse(input, normalWorld);
|
||||
|
||||
fixed4 pixel = calculateAdditiveLitPixel(texureColor, input.color, lighting);
|
||||
|
||||
COLORISE_ADDITIVE(pixel)
|
||||
|
||||
#if defined(_FOG)
|
||||
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass
|
||||
#endif // _FOG
|
||||
|
||||
return pixel;
|
||||
}
|
||||
|
||||
|
||||
#endif // SPRITE_PIXEL_LIGHTING_INCLUDED
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 38bcbfc10385d424c9cbac5b5b9ec1af
|
||||
timeCreated: 1479457856
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,54 +0,0 @@
|
||||
#ifndef SPRITE_SHADOWS_INCLUDED
|
||||
#define SPRITE_SHADOWS_INCLUDED
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex structs
|
||||
//
|
||||
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct vertexOutput
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float4 texcoordAndAlpha : TEXCOORD1;
|
||||
};
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex program
|
||||
//
|
||||
|
||||
uniform sampler2D _MainTex;
|
||||
uniform fixed4 _MainTex_ST;
|
||||
|
||||
vertexOutput vert(vertexInput v, float4 vertexColor : COLOR)
|
||||
{
|
||||
vertexOutput o;
|
||||
TRANSFER_SHADOW_CASTER(o)
|
||||
o.texcoordAndAlpha.xy = TRANSFORM_TEX(v.texcoord, _MainTex);
|
||||
o.texcoordAndAlpha.z = 0;
|
||||
o.texcoordAndAlpha.a = vertexColor.a;
|
||||
return o;
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Fragment program
|
||||
//
|
||||
|
||||
|
||||
uniform fixed _ShadowAlphaCutoff;
|
||||
|
||||
fixed4 frag(vertexOutput IN) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = tex2D(_MainTex, IN.texcoordAndAlpha.xy);
|
||||
clip(texureColor.a * IN.texcoordAndAlpha.a - _ShadowAlphaCutoff);
|
||||
|
||||
SHADOW_CASTER_FRAGMENT(IN)
|
||||
}
|
||||
|
||||
#endif // SPRITE_SHADOWS_INCLUDED
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0f58b811a44f1b44cb9aac3ddfe24f37
|
||||
timeCreated: 1479457856
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,67 +0,0 @@
|
||||
#ifndef SPRITE_UNLIT_INCLUDED
|
||||
#define SPRITE_UNLIT_INCLUDED
|
||||
|
||||
#include "ShaderShared.cginc"
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex structs
|
||||
//
|
||||
|
||||
struct VertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
fixed4 color : COLOR;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
fixed4 color : COLOR;
|
||||
#if defined(_FOG)
|
||||
UNITY_FOG_COORDS(1)
|
||||
#endif // _FOG
|
||||
};
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex program
|
||||
//
|
||||
|
||||
VertexOutput vert(VertexInput input)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
output.pos = calculateLocalPos(input.vertex);
|
||||
output.texcoord = calculateTextureCoord(input.texcoord);
|
||||
output.color = calculateVertexColor(input.color);
|
||||
|
||||
#if defined(_FOG)
|
||||
UNITY_TRANSFER_FOG(output,output.pos);
|
||||
#endif // _FOG
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Fragment program
|
||||
//
|
||||
|
||||
fixed4 frag(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
fixed4 pixel = calculatePixel(texureColor, input.color);
|
||||
|
||||
COLORISE(pixel)
|
||||
|
||||
#if defined(_FOG)
|
||||
fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
|
||||
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
|
||||
#endif // _FOG
|
||||
|
||||
return pixel;
|
||||
}
|
||||
|
||||
#endif // SPRITE_UNLIT_INCLUDED
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e67832d6dd9dd914ca946fa7fcaa4a9e
|
||||
timeCreated: 1479457856
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,430 +0,0 @@
|
||||
#ifndef SPRITE_VERTEX_LIGHTING_INCLUDED
|
||||
#define SPRITE_VERTEX_LIGHTING_INCLUDED
|
||||
|
||||
#include "ShaderShared.cginc"
|
||||
#include "SpriteLighting.cginc"
|
||||
#include "UnityStandardUtils.cginc"
|
||||
|
||||
////////////////////////////////////////
|
||||
// Defines
|
||||
//
|
||||
|
||||
//Define to use spot lights (more expensive)
|
||||
#define SPOT_LIGHTS
|
||||
|
||||
//Have to process lighting per pixel if using normal maps or a diffuse ramp or rim lighting
|
||||
#if defined(_NORMALMAP) || defined(_DIFFUSE_RAMP) || defined(_RIM_LIGHTING)
|
||||
#define PER_PIXEL_LIGHTING
|
||||
#endif
|
||||
|
||||
//Turn off bump mapping and diffuse ramping on older shader models as they dont support needed number of outputs
|
||||
#if defined(PER_PIXEL_LIGHTING) && (SHADER_TARGET < 30)
|
||||
#undef PER_PIXEL_LIGHTING
|
||||
#undef _NORMALMAP
|
||||
#undef _DIFFUSE_RAMP
|
||||
#undef _RIM_LIGHTING
|
||||
#endif
|
||||
|
||||
//In D3D9 only have a max of 9 TEXCOORD so can't have diffuse ramping or fog or rim lighting if processing lights per pixel
|
||||
#if defined(SHADER_API_D3D9) && defined(PER_PIXEL_LIGHTING)
|
||||
#if defined(_NORMALMAP)
|
||||
#undef _DIFFUSE_RAMP
|
||||
#undef _FOG
|
||||
#undef _RIM_LIGHTING
|
||||
#elif defined(_DIFFUSE_RAMP)
|
||||
#undef _FOG
|
||||
#undef _RIM_LIGHTING
|
||||
#elif defined(_RIM_LIGHTING)
|
||||
#undef _FOG
|
||||
#undef _DIFFUSE_RAMP
|
||||
#else
|
||||
#undef _DIFFUSE_RAMP
|
||||
#undef _RIM_LIGHTING
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
#if defined(_NORMALMAP) && defined(_DIFFUSE_RAMP)
|
||||
#define ATTENUATIONS TEXCOORD9
|
||||
#if defined(_RIM_LIGHTING)
|
||||
#define _POS_WORLD_INDEX TEXCOORD10
|
||||
#define _FOG_COORD_INDEX 11
|
||||
#else
|
||||
#define _FOG_COORD_INDEX 10
|
||||
#endif
|
||||
#elif defined(_NORMALMAP) != defined(_DIFFUSE_RAMP)
|
||||
#define ATTENUATIONS TEXCOORD8
|
||||
#if defined(_RIM_LIGHTING)
|
||||
#define _POS_WORLD_INDEX TEXCOORD9
|
||||
#define _FOG_COORD_INDEX 10
|
||||
#else
|
||||
#define _FOG_COORD_INDEX 9
|
||||
#endif
|
||||
#else //!_DIFFUSE_RAMP && !_NORMALMAP
|
||||
#if defined(_RIM_LIGHTING)
|
||||
#define _POS_WORLD_INDEX TEXCOORD8
|
||||
#define _FOG_COORD_INDEX 9
|
||||
#else
|
||||
#define _FOG_COORD_INDEX 8
|
||||
#endif
|
||||
#endif
|
||||
#else //!PER_PIXEL_LIGHTING
|
||||
#define _FOG_COORD_INDEX 2
|
||||
#endif
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex output struct
|
||||
//
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
float3 texcoord : TEXCOORD0;
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
|
||||
half4 VertexLightInfo0 : TEXCOORD1;
|
||||
half4 VertexLightInfo1 : TEXCOORD2;
|
||||
half4 VertexLightInfo2 : TEXCOORD3;
|
||||
half4 VertexLightInfo3 : TEXCOORD4;
|
||||
half4 VertexLightInfo4 : TEXCOORD5;
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
half4 normalWorld : TEXCOORD6;
|
||||
half4 tangentWorld : TEXCOORD7;
|
||||
half4 binormalWorld : TEXCOORD8;
|
||||
#else
|
||||
half3 normalWorld : TEXCOORD6;
|
||||
half3 VertexLightInfo5 : TEXCOORD7;
|
||||
#endif
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
half4 LightAttenuations : ATTENUATIONS;
|
||||
#endif
|
||||
#if defined(_RIM_LIGHTING)
|
||||
float4 posWorld : _POS_WORLD_INDEX;
|
||||
#endif
|
||||
|
||||
#else //!PER_PIXEL_LIGHTING
|
||||
|
||||
half3 FullLighting : TEXCOORD1;
|
||||
|
||||
#endif // !PER_PIXEL_LIGHTING
|
||||
|
||||
#if defined(_FOG)
|
||||
UNITY_FOG_COORDS(_FOG_COORD_INDEX)
|
||||
#endif // _FOG
|
||||
};
|
||||
|
||||
////////////////////////////////////////
|
||||
// Light calculations
|
||||
//
|
||||
|
||||
struct VertexLightInfo
|
||||
{
|
||||
half3 lightDirection;
|
||||
fixed3 lightColor;
|
||||
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
float attenuation;
|
||||
#endif // _DIFFUSE_RAMP
|
||||
};
|
||||
|
||||
inline VertexLightInfo getVertexLightAttenuatedInfo(int index, float3 viewPos)
|
||||
{
|
||||
VertexLightInfo lightInfo;
|
||||
|
||||
//For directional lights unity_LightPosition.w is set to zero
|
||||
lightInfo.lightDirection = unity_LightPosition[index].xyz - viewPos.xyz * unity_LightPosition[index].w;
|
||||
float lengthSq = dot(lightInfo.lightDirection, lightInfo.lightDirection);
|
||||
|
||||
// don't produce NaNs if some vertex position overlaps with the light
|
||||
lengthSq = max(lengthSq, 0.000001);
|
||||
|
||||
lightInfo.lightDirection *= rsqrt(lengthSq);
|
||||
|
||||
float attenuation = 1.0 / (1.0 + lengthSq * unity_LightAtten[index].z);
|
||||
|
||||
#if defined(SPOT_LIGHTS)
|
||||
//Spot light attenuation - for non-spot lights unity_LightAtten.x is set to -1 and y is set to 1
|
||||
{
|
||||
float rho = max (0, dot(lightInfo.lightDirection, unity_SpotDirection[index].xyz));
|
||||
float spotAtt = (rho - unity_LightAtten[index].x) * unity_LightAtten[index].y;
|
||||
attenuation *= saturate(spotAtt);
|
||||
}
|
||||
#endif // SPOT_LIGHTS
|
||||
|
||||
//If using a diffuse ramp texture then need to pass through the lights attenuation, otherwise premultiply the light color with it
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
lightInfo.lightColor = unity_LightColor[index].rgb;
|
||||
lightInfo.attenuation = attenuation;
|
||||
#else
|
||||
lightInfo.lightColor = unity_LightColor[index].rgb * attenuation;
|
||||
#endif // _DIFFUSE_RAMP
|
||||
|
||||
return lightInfo;
|
||||
}
|
||||
|
||||
fixed3 calculateAmbientLight(half3 normalWorld)
|
||||
{
|
||||
#if defined(_SPHERICAL_HARMONICS)
|
||||
|
||||
//Magic constants used to tweak ambient to approximate pixel shader spherical harmonics
|
||||
static const fixed3 worldUp = fixed3(0,1,0);
|
||||
static const float skyGroundDotMul = 2.5;
|
||||
static const float minEquatorMix = 0.5;
|
||||
static const float equatorColorBlur = 0.33;
|
||||
|
||||
float upDot = dot(normalWorld, worldUp);
|
||||
|
||||
//Fade between a flat lerp from sky to ground and a 3 way lerp based on how bright the equator light is.
|
||||
//This simulates how directional lights get blurred using spherical harmonics
|
||||
|
||||
//Work out color from ground and sky, ignoring equator
|
||||
float adjustedDot = upDot * skyGroundDotMul;
|
||||
fixed3 skyGroundColor = lerp(unity_AmbientGround, unity_AmbientSky, saturate((adjustedDot + 1.0) * 0.5));
|
||||
|
||||
//Work out equator lights brightness
|
||||
float equatorBright = saturate(dot(unity_AmbientEquator.rgb, unity_AmbientEquator.rgb));
|
||||
|
||||
//Blur equator color with sky and ground colors based on how bright it is.
|
||||
fixed3 equatorBlurredColor = lerp(unity_AmbientEquator, saturate(unity_AmbientEquator + unity_AmbientGround + unity_AmbientSky), equatorBright * equatorColorBlur);
|
||||
|
||||
//Work out 3 way lerp inc equator light
|
||||
fixed3 equatorColor = lerp(equatorBlurredColor, unity_AmbientGround, -upDot) * step(upDot, 0) + lerp(equatorBlurredColor, unity_AmbientSky, upDot) * step(0, upDot);
|
||||
|
||||
//Mix the two colors together based on how bright the equator light is
|
||||
return lerp(skyGroundColor, equatorColor, saturate(equatorBright + minEquatorMix)) * 0.75;
|
||||
|
||||
#else // !_SPHERICAL_HARMONICS
|
||||
|
||||
//Flat ambient is just the sky color
|
||||
return unity_AmbientSky.rgb * 0.75;
|
||||
|
||||
#endif // !_SPHERICAL_HARMONICS
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Light Packing Functions
|
||||
//
|
||||
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
|
||||
inline fixed3 calculateLightDiffuse(fixed3 lightColor, half3 viewNormal, half3 lightViewDir, float attenuation)
|
||||
{
|
||||
float angleDot = max(0, dot(viewNormal, lightViewDir));
|
||||
return calculateRampedDiffuse(lightColor, attenuation, angleDot);
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
inline fixed3 calculateLightDiffuse(fixed3 attenuatedLightColor, half3 viewNormal, half3 lightViewDir)
|
||||
{
|
||||
float angleDot = max(0, dot(viewNormal, lightViewDir));
|
||||
return attenuatedLightColor * angleDot;
|
||||
}
|
||||
|
||||
#endif // _NORMALMAP
|
||||
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
|
||||
#define VERTEX_LIGHT_0_DIR VertexLightInfo0.xyz
|
||||
#define VERTEX_LIGHT_0_R VertexLightInfo4.x
|
||||
#define VERTEX_LIGHT_0_G VertexLightInfo4.y
|
||||
#define VERTEX_LIGHT_0_B VertexLightInfo4.z
|
||||
|
||||
#define VERTEX_LIGHT_1_DIR VertexLightInfo1.xyz
|
||||
#define VERTEX_LIGHT_1_R VertexLightInfo0.w
|
||||
#define VERTEX_LIGHT_1_G VertexLightInfo1.w
|
||||
#define VERTEX_LIGHT_1_B VertexLightInfo2.w
|
||||
|
||||
#define VERTEX_LIGHT_2_DIR VertexLightInfo2.xyz
|
||||
#define VERTEX_LIGHT_2_R VertexLightInfo3.w
|
||||
#define VERTEX_LIGHT_2_G VertexLightInfo4.w
|
||||
#define VERTEX_LIGHT_2_B texcoord.z
|
||||
|
||||
#define VERTEX_LIGHT_3_DIR VertexLightInfo3.xyz
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
#define VERTEX_LIGHT_3_R normalWorld.w
|
||||
#define VERTEX_LIGHT_3_G tangentWorld.w
|
||||
#define VERTEX_LIGHT_3_B binormalWorld.w
|
||||
#else
|
||||
#define VERTEX_LIGHT_3_R VertexLightInfo5.x
|
||||
#define VERTEX_LIGHT_3_G VertexLightInfo5.y
|
||||
#define VERTEX_LIGHT_3_B VertexLightInfo5.z
|
||||
#endif
|
||||
|
||||
#if defined(_DIFFUSE_RAMP)
|
||||
|
||||
#define LIGHT_DIFFUSE_ATTEN_0 LightAttenuations.x
|
||||
#define LIGHT_DIFFUSE_ATTEN_1 LightAttenuations.y
|
||||
#define LIGHT_DIFFUSE_ATTEN_2 LightAttenuations.z
|
||||
#define LIGHT_DIFFUSE_ATTEN_3 LightAttenuations.w
|
||||
|
||||
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo) \
|
||||
{ \
|
||||
output.LIGHT_DIFFUSE_ATTEN_##index = lightInfo.attenuation; \
|
||||
}
|
||||
|
||||
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
|
||||
{ \
|
||||
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir, input.LIGHT_DIFFUSE_ATTEN_##index); \
|
||||
}
|
||||
#else
|
||||
#define PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo)
|
||||
#define ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
|
||||
{ \
|
||||
diffuse += calculateLightDiffuse(lightColor, viewNormal, lightViewDir); \
|
||||
}
|
||||
#endif
|
||||
|
||||
#define PACK_VERTEX_LIGHT(index, output, viewPos) \
|
||||
{ \
|
||||
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos); \
|
||||
output.VERTEX_LIGHT_##index##_DIR = lightInfo.lightDirection; \
|
||||
output.VERTEX_LIGHT_##index##_R = lightInfo.lightColor.r; \
|
||||
output.VERTEX_LIGHT_##index##_G = lightInfo.lightColor.g; \
|
||||
output.VERTEX_LIGHT_##index##_B = lightInfo.lightColor.b; \
|
||||
PACK_VERTEX_LIGHT_DIFFUSE(index, output, lightInfo); \
|
||||
}
|
||||
|
||||
#define ADD_VERTEX_LIGHT(index, input, viewNormal, diffuse) \
|
||||
{ \
|
||||
half3 lightViewDir = input.VERTEX_LIGHT_##index##_DIR; \
|
||||
fixed3 lightColor = fixed3(input.VERTEX_LIGHT_##index##_R, input.VERTEX_LIGHT_##index##_G, input.VERTEX_LIGHT_##index##_B); \
|
||||
ADD_VERTEX_LIGHT_DIFFUSE(index, diffuse, input, lightColor, viewNormal, lightViewDir) \
|
||||
}
|
||||
|
||||
#else //!PER_PIXEL_LIGHTING
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex Only Functions
|
||||
//
|
||||
|
||||
inline fixed3 calculateLightDiffuse(int index, float3 viewPos, half3 viewNormal)
|
||||
{
|
||||
VertexLightInfo lightInfo = getVertexLightAttenuatedInfo(index, viewPos);
|
||||
float angleDot = max(0, dot(viewNormal, lightInfo.lightDirection));
|
||||
return lightInfo.lightColor * angleDot;
|
||||
}
|
||||
|
||||
#endif // !PER_PIXEL_LIGHTING
|
||||
|
||||
////////////////////////////////////////
|
||||
// Vertex program
|
||||
//
|
||||
|
||||
VertexOutput vert(VertexInput input)
|
||||
{
|
||||
VertexOutput output;
|
||||
|
||||
output.pos = calculateLocalPos(input.vertex);
|
||||
output.color = calculateVertexColor(input.color);
|
||||
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
|
||||
|
||||
float3 viewPos = UnityObjectToViewPos(input.vertex);
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
|
||||
#if defined(_RIM_LIGHTING)
|
||||
output.posWorld = calculateWorldPos(input.vertex);
|
||||
#endif
|
||||
|
||||
PACK_VERTEX_LIGHT(0, output, viewPos)
|
||||
PACK_VERTEX_LIGHT(1, output, viewPos)
|
||||
PACK_VERTEX_LIGHT(2, output, viewPos)
|
||||
PACK_VERTEX_LIGHT(3, output, viewPos)
|
||||
|
||||
output.normalWorld.xyz = calculateSpriteWorldNormal(input);
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
output.tangentWorld.xyz = calculateWorldTangent(input.tangent);
|
||||
output.binormalWorld.xyz = calculateSpriteWorldBinormal(output.normalWorld, output.tangentWorld, input.tangent.w);
|
||||
#endif
|
||||
|
||||
#else // !PER_PIXEL_LIGHTING
|
||||
|
||||
//Just pack full lighting
|
||||
float3 viewNormal = calculateSpriteViewNormal(input);
|
||||
|
||||
//Get Ambient diffuse
|
||||
float3 normalWorld = calculateSpriteWorldNormal(input);
|
||||
fixed3 ambient = calculateAmbientLight(normalWorld);
|
||||
|
||||
fixed3 diffuse = calculateLightDiffuse(0, viewPos, viewNormal);
|
||||
diffuse += calculateLightDiffuse(1, viewPos, viewNormal);
|
||||
diffuse += calculateLightDiffuse(2, viewPos, viewNormal);
|
||||
diffuse += calculateLightDiffuse(3, viewPos, viewNormal);
|
||||
|
||||
output.FullLighting = ambient + diffuse;
|
||||
|
||||
#endif // !PER_PIXEL_LIGHTING
|
||||
|
||||
#if defined(_FOG)
|
||||
UNITY_TRANSFER_FOG(output, output.pos);
|
||||
#endif // _FOG
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
////////////////////////////////////////
|
||||
// Fragment program
|
||||
//
|
||||
|
||||
fixed4 frag(VertexOutput input) : SV_Target
|
||||
{
|
||||
fixed4 texureColor = calculateTexturePixel(input.texcoord.xy);
|
||||
ALPHA_CLIP(texureColor, input.color)
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
|
||||
#if defined(_NORMALMAP)
|
||||
half3 normalWorld = calculateNormalFromBumpMap(input.texcoord.xy, input.tangentWorld.xyz, input.binormalWorld.xyz, input.normalWorld.xyz);
|
||||
#else
|
||||
half3 normalWorld = input.normalWorld.xyz;
|
||||
#endif
|
||||
|
||||
//Get Ambient diffuse
|
||||
fixed3 ambient = calculateAmbientLight(normalWorld);
|
||||
|
||||
//Find vertex light diffuse
|
||||
fixed3 diffuse = fixed3(0,0,0);
|
||||
|
||||
//Add each vertex light to diffuse
|
||||
half3 normalView = normalize(mul((float3x3)UNITY_MATRIX_V, normalWorld));
|
||||
ADD_VERTEX_LIGHT(0, input, normalView, diffuse)
|
||||
ADD_VERTEX_LIGHT(1, input, normalView, diffuse)
|
||||
ADD_VERTEX_LIGHT(2, input, normalView, diffuse)
|
||||
ADD_VERTEX_LIGHT(3, input, normalView, diffuse)
|
||||
|
||||
fixed3 lighting = ambient + diffuse;
|
||||
|
||||
APPLY_EMISSION(lighting, input.texcoord.xy)
|
||||
|
||||
fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting);
|
||||
|
||||
#if defined(_RIM_LIGHTING)
|
||||
pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel);
|
||||
#endif
|
||||
|
||||
#else // !PER_PIXEL_LIGHTING
|
||||
|
||||
APPLY_EMISSION(input.FullLighting, input.texcoord.xy)
|
||||
|
||||
fixed4 pixel = calculateLitPixel(texureColor, input.color, input.FullLighting);
|
||||
|
||||
#endif // !PER_PIXEL_LIGHTING
|
||||
|
||||
COLORISE(pixel)
|
||||
|
||||
#if defined(_FOG)
|
||||
fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a);
|
||||
UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor);
|
||||
#endif // _FOG
|
||||
|
||||
return pixel;
|
||||
}
|
||||
|
||||
#endif // SPRITE_VERTEX_LIGHTING_INCLUDED
|
||||
@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b256f9f092407414392d98f339173a2d
|
||||
timeCreated: 1479457856
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
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Reference in New Issue
Block a user