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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xy; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xy; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - 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-#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xy; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xy; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; 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-# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; 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-#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/AutoLight.cginc b/Assets/Resources/AutoLight.cginc deleted file mode 100755 index cfc843c..0000000 --- a/Assets/Resources/AutoLight.cginc +++ /dev/null @@ -1,300 +0,0 @@ -// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord = mul (unity_WorldToShadow[0], mul(unity_ObjectToWorld,v.vertex)); -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#endif - -// ---- Point light shadows -#if defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) unityShadowCoord3 _ShadowCoord : TEXCOORD##idx1; -#define TRANSFER_SHADOW(a) a._ShadowCoord.xyz = mul(unity_ObjectToWorld, v.vertex).xyz - _LightPositionRange.xyz; -#define SHADOW_ATTENUATION(a) UnitySampleShadowmap(a._ShadowCoord) -#define READ_SHADOW_COORDS(a) unityShadowCoord4(a._ShadowCoord.xyz, 1.0) -#endif - -// ---- Shadows off -#if !defined (SHADOWS_SCREEN) && !defined (SHADOWS_DEPTH) && !defined (SHADOWS_CUBE) -#define SHADOW_COORDS(idx1) -#define TRANSFER_SHADOW(a) -#define SHADOW_ATTENUATION(a) 1.0 -#define READ_SHADOW_COORDS(a) 0 -#else -#ifndef READ_SHADOW_COORDS -#define READ_SHADOW_COORDS(a) a._ShadowCoord -#endif -#endif - -#ifdef POINT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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-public class LightHelper : MonoBehaviour -{ - public Texture LightAtten; - // Start is called before the first frame update - void Start() - { - Shader.SetGlobalTexture("_LightTexturePoint", LightAtten); - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/LightHelper.cs.meta b/Assets/LightHelper.cs.meta deleted file mode 100755 index f36f125..0000000 --- a/Assets/LightHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e25c2d107d91a3f48ad678789a21e7d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100755 index fdc8db4..0000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8c8275feb02950c49b8a00f62ec3c35e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - 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Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) - -#ifndef AUTOLIGHT_INCLUDED -#define AUTOLIGHT_INCLUDED - -#include "HLSLSupport.cginc" -#include "UnityShadowLibrary.cginc" - -// ---------------- -// Shadow helpers -// ---------------- - -// If none of the keywords are defined, assume directional? -#if !defined(POINT) && !defined(SPOT) && !defined(DIRECTIONAL) && !defined(POINT_COOKIE) && !defined(DIRECTIONAL_COOKIE) - #define DIRECTIONAL -#endif - -// ---- Screen space direction light shadows helpers (any version) -#if defined (SHADOWS_SCREEN) - - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) - UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = mul( unity_WorldToShadow[0], mul( unity_ObjectToWorld, v.vertex ) ); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - #if defined(SHADOWS_NATIVE) - fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord.xyz); - shadow = _LightShadowData.r + shadow * (1-_LightShadowData.r); - return shadow; - #else - unityShadowCoord dist = SAMPLE_DEPTH_TEXTURE(_ShadowMapTexture, shadowCoord.xy); - // tegra is confused if we use _LightShadowData.x directly - // with "ambiguous overloaded function reference max(mediump float, float)" - unityShadowCoord lightShadowDataX = _LightShadowData.x; - unityShadowCoord threshold = shadowCoord.z; - return max(dist > threshold, lightShadowDataX); - #endif - } - - #else // UNITY_NO_SCREENSPACE_SHADOWS - UNITY_DECLARE_SCREENSPACE_SHADOWMAP(_ShadowMapTexture); - #define TRANSFER_SHADOW(a) a._ShadowCoord = ComputeScreenPos(a.pos); - inline fixed unitySampleShadow (unityShadowCoord4 shadowCoord) - { - fixed shadow = UNITY_SAMPLE_SCREEN_SHADOW(_ShadowMapTexture, shadowCoord); - return shadow; - } - - #endif - - #define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; - #define SHADOW_ATTENUATION(a) unitySampleShadow(a._ShadowCoord) -#endif - -// ----------------------------- -// Shadow helpers (5.6+ version) -// ----------------------------- -// This version depends on having worldPos available in the fragment shader and using that to compute light coordinates. -// if also supports ShadowMask (separately baked shadows for lightmapped objects) - -half UnityComputeForwardShadows(float2 lightmapUV, float3 worldPos, float4 screenPos) -{ - //fade value - float zDist = dot(_WorldSpaceCameraPos - worldPos, UNITY_MATRIX_V[2].xyz); - float fadeDist = UnityComputeShadowFadeDistance(worldPos, zDist); - half realtimeToBakedShadowFade = UnityComputeShadowFade(fadeDist); - - //baked occlusion if any - half shadowMaskAttenuation = UnitySampleBakedOcclusion(lightmapUV, worldPos); - - half realtimeShadowAttenuation = 1.0f; - //directional realtime shadow - #if defined (SHADOWS_SCREEN) - #if defined(UNITY_NO_SCREENSPACE_SHADOWS) && !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - realtimeShadowAttenuation = unitySampleShadow(mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1))); - #else - //Only reached when LIGHTMAP_ON is NOT defined (and thus we use interpolator for screenPos rather than lightmap UVs). See HANDLE_SHADOWS_BLENDING_IN_GI below. - realtimeShadowAttenuation = unitySampleShadow(screenPos); - #endif - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - //avoid expensive shadows fetches in the distance where coherency will be good - UNITY_BRANCH - if (realtimeToBakedShadowFade < (1.0f - 1e-2f)) - { - #endif - - //spot realtime shadow - #if (defined (SHADOWS_DEPTH) && defined (SPOT)) - #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) - unityShadowCoord4 spotShadowCoord = mul(unity_WorldToShadow[0], unityShadowCoord4(worldPos, 1)); - #else - unityShadowCoord4 spotShadowCoord = screenPos; - #endif - realtimeShadowAttenuation = UnitySampleShadowmap(spotShadowCoord); - #endif - - //point realtime shadow - #if defined (SHADOWS_CUBE) - realtimeShadowAttenuation = UnitySampleShadowmap(worldPos - _LightPositionRange.xyz); - #endif - - #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) - } - #endif - - return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, realtimeToBakedShadowFade); -} - -#if defined(SHADER_API_D3D11) || defined(SHADER_API_D3D12) || defined(SHADER_API_XBOXONE) || defined(SHADER_API_PSSL) || defined(UNITY_COMPILER_HLSLCC) -# define UNITY_SHADOW_W(_w) _w -#else -# define UNITY_SHADOW_W(_w) (1.0/_w) -#endif - -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_READ_SHADOW_COORDS(input) 0 -#else -# define UNITY_READ_SHADOW_COORDS(input) READ_SHADOW_COORDS(input) -#endif - -#if defined(HANDLE_SHADOWS_BLENDING_IN_GI) // handles shadows in the depths of the GI function for performance reasons -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) SHADOW_ATTENUATION(a) -#elif defined(SHADOWS_SCREEN) && !defined(LIGHTMAP_ON) && !defined(UNITY_NO_SCREENSPACE_SHADOWS) // no lightmap uv thus store screenPos instead - // can happen if we have two directional lights. main light gets handled in GI code, but 2nd dir light can have shadow screen and mask. - // - Disabled on ES2 because WebGL 1.0 seems to have junk in .w (even though it shouldn't) -# if defined(SHADOWS_SHADOWMASK) && !defined(SHADER_API_GLES) -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# define UNITY_TRANSFER_SHADOW(a, coord) {a._ShadowCoord.xy = coord * unity_LightmapST.xy + unity_LightmapST.zw; a._ShadowCoord.zw = ComputeScreenPos(a.pos).xy;} -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, float4(a._ShadowCoord.zw, 0.0, UNITY_SHADOW_W(a.pos.w))); -# else -# define UNITY_SHADOW_COORDS(idx1) SHADOW_COORDS(idx1) -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, a._ShadowCoord) -# endif -#else -# define UNITY_SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; -# if defined(SHADOWS_SHADOWMASK) -# define UNITY_TRANSFER_SHADOW(a, coord) a._ShadowCoord.xy = coord.xy * unity_LightmapST.xy + unity_LightmapST.zw; -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE) || UNITY_LIGHT_PROBE_PROXY_VOLUME) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(a._ShadowCoord.xy, 0, 0) -# endif -# else -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define UNITY_TRANSFER_SHADOW(a, coord) -# else -# define UNITY_TRANSFER_SHADOW(a, coord) TRANSFER_SHADOW(a) -# endif -# if (defined(SHADOWS_DEPTH) || defined(SHADOWS_SCREEN) || defined(SHADOWS_CUBE)) -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# if UNITY_LIGHT_PROBE_PROXY_VOLUME -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, worldPos, UNITY_READ_SHADOW_COORDS(a)) -# else -# define UNITY_SHADOW_ATTENUATION(a, worldPos) UnityComputeForwardShadows(0, 0, 0) -# endif -# endif -# endif -#endif - -#ifdef POINT -//sampler2D_float _LightTexture0; -sampler2D_float _LightTexturePoint; -unityShadowCoord4x4 unity_WorldToLight; -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexturePoint, dot(lightCoord, lightCoord).rr).r * shadow; -#endif - -#ifdef SPOT -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -inline fixed UnitySpotCookie(unityShadowCoord4 LightCoord) -{ - return tex2D(_LightTexture0, LightCoord.xy / LightCoord.w + 0.5).w; -} -inline fixed UnitySpotAttenuate(unityShadowCoord3 LightCoord) -{ - return tex2D(_LightTextureB0, dot(LightCoord, LightCoord).xx).r; -} -#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)) -#else -#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord -#endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz) * shadow; -#endif - -#ifdef DIRECTIONAL -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) fixed destName = UNITY_SHADOW_ATTENUATION(input, worldPos); -#endif - -#ifdef POINT_COOKIE -samplerCUBE_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -sampler2D_float _LightTextureB0; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord3 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w * shadow; -#endif - -#ifdef DIRECTIONAL_COOKIE -sampler2D_float _LightTexture0; -unityShadowCoord4x4 unity_WorldToLight; -# if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy -# else -# define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord2 lightCoord = input._LightCoord -# endif -# define UNITY_LIGHT_ATTENUATION(destName, input, worldPos) \ - DECLARE_LIGHT_COORD(input, worldPos); \ - fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \ - fixed destName = tex2D(_LightTexture0, lightCoord).w * shadow; -#endif - - -// ----------------------------- -// Light/Shadow helpers (4.x version) -// ----------------------------- -// This version computes light coordinates in the vertex shader and passes them to the fragment shader. - -// ---- Spot light shadows -#if defined (SHADOWS_DEPTH) && defined (SPOT) -#define SHADOW_COORDS(idx1) unityShadowCoord4 _ShadowCoord : TEXCOORD##idx1; 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-# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTexturePoint, dot(a._LightCoord,a._LightCoord).rr).r * SHADOW_ATTENUATION(a)) -#endif - -#ifdef SPOT -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord4 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)); -# define LIGHT_ATTENUATION(a) ( (a._LightCoord.z > 0) * UnitySpotCookie(a._LightCoord) * UnitySpotAttenuate(a._LightCoord.xyz) * SHADOW_ATTENUATION(a) ) -#endif - -#ifdef DIRECTIONAL -# define DECLARE_LIGHT_COORDS(idx) -# define COMPUTE_LIGHT_COORDS(a) -# define LIGHT_ATTENUATION(a) SHADOW_ATTENUATION(a) -#endif - -#ifdef POINT_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord3 _LightCoord : TEXCOORD##idx; -# define COMPUTE_LIGHT_COORDS(a) a._LightCoord = mul(unity_WorldToLight, mul(unity_ObjectToWorld, v.vertex)).xyz; -# define LIGHT_ATTENUATION(a) (tex2D(_LightTextureB0, dot(a._LightCoord,a._LightCoord).rr).r * texCUBE(_LightTexture0, a._LightCoord).w * SHADOW_ATTENUATION(a)) -#endif - -#ifdef DIRECTIONAL_COOKIE -# define DECLARE_LIGHT_COORDS(idx) unityShadowCoord2 _LightCoord : TEXCOORD##idx; 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