cailean
9 months ago
47 changed files with 40318 additions and 936 deletions
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#ifndef CUSTOM_LIGHTING_INCLUDED |
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#define CUSTOM_LIGHTING_INCLUDED |
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void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten) |
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{ |
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#if SHADERGRAPH_PREVIEW |
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Direction = float3(0.5, 0.5, 0); |
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Color = 1; |
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DistanceAtten = 1; |
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ShadowAtten = 1; |
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#else |
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#if SHADOWS_SCREEN |
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float4 clipPos = TransformWorldToHClip(WorldPos); |
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float4 shadowCoord = ComputeScreenPos(clipPos); |
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#else |
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float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); |
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#endif |
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|
Light mainLight = GetMainLight(shadowCoord); |
||||
|
Direction = mainLight.direction; |
||||
|
Color = mainLight.color; |
||||
|
DistanceAtten = mainLight.distanceAttenuation; |
||||
|
ShadowAtten = mainLight.shadowAttenuation; |
||||
|
#endif |
||||
|
} |
||||
|
|
||||
|
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) |
||||
|
{ |
||||
|
#if SHADERGRAPH_PREVIEW |
||||
|
Direction = half3(0.5, 0.5, 0); |
||||
|
Color = 1; |
||||
|
DistanceAtten = 1; |
||||
|
ShadowAtten = 1; |
||||
|
#else |
||||
|
#if SHADOWS_SCREEN |
||||
|
half4 clipPos = TransformWorldToHClip(WorldPos); |
||||
|
half4 shadowCoord = ComputeScreenPos(clipPos); |
||||
|
#else |
||||
|
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); |
||||
|
#endif |
||||
|
Light mainLight = GetMainLight(shadowCoord); |
||||
|
Direction = mainLight.direction; |
||||
|
Color = mainLight.color; |
||||
|
DistanceAtten = mainLight.distanceAttenuation; |
||||
|
ShadowAtten = mainLight.shadowAttenuation; |
||||
|
#endif |
||||
|
} |
||||
|
|
||||
|
void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out) |
||||
|
{ |
||||
|
#if SHADERGRAPH_PREVIEW |
||||
|
Out = 0; |
||||
|
#else |
||||
|
Smoothness = exp2(10 * Smoothness + 1); |
||||
|
WorldNormal = normalize(WorldNormal); |
||||
|
WorldView = SafeNormalize(WorldView); |
||||
|
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness); |
||||
|
#endif |
||||
|
} |
||||
|
|
||||
|
void DirectSpecular_half(half3 Specular, half Smoothness, half3 Direction, half3 Color, half3 WorldNormal, half3 WorldView, out half3 Out) |
||||
|
{ |
||||
|
#if SHADERGRAPH_PREVIEW |
||||
|
Out = 0; |
||||
|
#else |
||||
|
Smoothness = exp2(10 * Smoothness + 1); |
||||
|
WorldNormal = normalize(WorldNormal); |
||||
|
WorldView = SafeNormalize(WorldView); |
||||
|
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView,half4(Specular, 0), Smoothness); |
||||
|
#endif |
||||
|
} |
||||
|
|
||||
|
void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular) |
||||
|
{ |
||||
|
float3 diffuseColor = 0; |
||||
|
float3 specularColor = 0; |
||||
|
|
||||
|
#ifndef SHADERGRAPH_PREVIEW |
||||
|
Smoothness = exp2(10 * Smoothness + 1); |
||||
|
WorldNormal = normalize(WorldNormal); |
||||
|
WorldView = SafeNormalize(WorldView); |
||||
|
int pixelLightCount = GetAdditionalLightsCount(); |
||||
|
for (int i = 0; i < pixelLightCount; ++i) |
||||
|
{ |
||||
|
Light light = GetAdditionalLight(i, WorldPosition); |
||||
|
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); |
||||
|
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal); |
||||
|
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness); |
||||
|
} |
||||
|
#endif |
||||
|
|
||||
|
Diffuse = diffuseColor; |
||||
|
Specular = specularColor; |
||||
|
} |
||||
|
|
||||
|
void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular) |
||||
|
{ |
||||
|
half3 diffuseColor = 0; |
||||
|
half3 specularColor = 0; |
||||
|
|
||||
|
#ifndef SHADERGRAPH_PREVIEW |
||||
|
Smoothness = exp2(10 * Smoothness + 1); |
||||
|
WorldNormal = normalize(WorldNormal); |
||||
|
WorldView = SafeNormalize(WorldView); |
||||
|
int pixelLightCount = GetAdditionalLightsCount(); |
||||
|
for (int i = 0; i < pixelLightCount; ++i) |
||||
|
{ |
||||
|
Light light = GetAdditionalLight(i, WorldPosition); |
||||
|
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation); |
||||
|
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal); |
||||
|
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness); |
||||
|
} |
||||
|
#endif |
||||
|
|
||||
|
Diffuse = diffuseColor; |
||||
|
Specular = specularColor; |
||||
|
} |
||||
|
|
||||
|
#endif |
@ -0,0 +1,9 @@ |
|||||
|
fileFormatVersion: 2 |
||||
|
guid: fd96fa3ae441a2a43a4be1835e3752d0 |
||||
|
ShaderImporter: |
||||
|
externalObjects: {} |
||||
|
defaultTextures: [] |
||||
|
nonModifiableTextures: [] |
||||
|
userData: |
||||
|
assetBundleName: |
||||
|
assetBundleVariant: |
@ -0,0 +1,3 @@ |
|||||
|
fileFormatVersion: 2 |
||||
|
guid: 418b46fe3781488b870cae6b6f02262b |
||||
|
timeCreated: 1587814505 |
@ -0,0 +1,44 @@ |
|||||
|
#ifndef DITHERING_PATTERNS_INCLUDED |
||||
|
#define DITHERING_PATTERNS_INCLUDED |
||||
|
|
||||
|
float4x4 binary = float4x4 |
||||
|
( |
||||
|
0 , 1 , 0 , 1 , |
||||
|
1 , 0 , 1 , 0 , |
||||
|
0 , 1 , 0 , 1 , |
||||
|
1 , 0 , 1 , 0 |
||||
|
); |
||||
|
|
||||
|
float4x4 binaryDecimal = float4x4 |
||||
|
( |
||||
|
0.23 , 0.2 , 0.6 , 0.2 , |
||||
|
0.2 , 0.43 , 0.2 , 0.77, |
||||
|
0.88 , 0.2 , 0.87 , 0.2 , |
||||
|
0.2 , 0.46 , 0.2 , 0 |
||||
|
); |
||||
|
|
||||
|
float4x4 dotted = float4x4 |
||||
|
( |
||||
|
-4.0, 0.0, -3.0, 1.0, |
||||
|
2.0, -2.0, 3.0, -1.0, |
||||
|
-3.0, 1.0, -4.0, 0.0, |
||||
|
3.0, -1.0, 2.0, -2.0 |
||||
|
); |
||||
|
|
||||
|
float4x4 hatched = float4x4 |
||||
|
( |
||||
|
1 , 0 , 0 , 1 , |
||||
|
0 , 1 , 1 , 0 , |
||||
|
0 , 1 , 1 , 0 , |
||||
|
1 , 0 , 0 , 1 |
||||
|
); |
||||
|
|
||||
|
float4x4 mono = float4x4 |
||||
|
( |
||||
|
1 , 1 , 1 , 1 , |
||||
|
1 , 1 , 1 , 1 , |
||||
|
1 , 1 , 1 , 1 , |
||||
|
1 , 1 , 1 , 1 |
||||
|
); |
||||
|
|
||||
|
#endif |
@ -0,0 +1,3 @@ |
|||||
|
fileFormatVersion: 2 |
||||
|
guid: dc17ccdbbf9044d983e87e1c546c8d6a |
||||
|
timeCreated: 1587814523 |
@ -0,0 +1,129 @@ |
|||||
|
// |
||||
|
// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader |
||||
|
// |
||||
|
// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson |
||||
|
// Translation and modification was made by Keijiro Takahashi. |
||||
|
// |
||||
|
// This shader is based on the webgl-noise GLSL shader. For further details |
||||
|
// of the original shader, please see the following description from the |
||||
|
// original source code. |
||||
|
// |
||||
|
|
||||
|
// |
||||
|
// GLSL textureless classic 2D noise "cnoise", |
||||
|
// with an RSL-style periodic variant "pnoise". |
||||
|
// Author: Stefan Gustavson ([email protected]) |
||||
|
// Version: 2011-08-22 |
||||
|
// |
||||
|
// Many thanks to Ian McEwan of Ashima Arts for the |
||||
|
// ideas for permutation and gradient selection. |
||||
|
// |
||||
|
// Copyright (c) 2011 Stefan Gustavson. All rights reserved. |
||||
|
// Distributed under the MIT license. See LICENSE file. |
||||
|
// https://github.com/ashima/webgl-noise |
||||
|
// |
||||
|
|
||||
|
float4 mod(float4 x, float4 y) |
||||
|
{ |
||||
|
return x - y * floor(x / y); |
||||
|
} |
||||
|
|
||||
|
float4 mod289(float4 x) |
||||
|
{ |
||||
|
return x - floor(x / 289.0) * 289.0; |
||||
|
} |
||||
|
|
||||
|
float4 permute(float4 x) |
||||
|
{ |
||||
|
return mod289(((x*34.0)+1.0)*x); |
||||
|
} |
||||
|
|
||||
|
float4 taylorInvSqrt(float4 r) |
||||
|
{ |
||||
|
return (float4)1.79284291400159 - r * 0.85373472095314; |
||||
|
} |
||||
|
|
||||
|
float2 fade(float2 t) { |
||||
|
return t*t*t*(t*(t*6.0-15.0)+10.0); |
||||
|
} |
||||
|
|
||||
|
// Classic Perlin noise |
||||
|
float cnoise(float2 P) |
||||
|
{ |
||||
|
float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); |
||||
|
float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); |
||||
|
Pi = mod289(Pi); // To avoid truncation effects in permutation |
||||
|
float4 ix = Pi.xzxz; |
||||
|
float4 iy = Pi.yyww; |
||||
|
float4 fx = Pf.xzxz; |
||||
|
float4 fy = Pf.yyww; |
||||
|
|
||||
|
float4 i = permute(permute(ix) + iy); |
||||
|
|
||||
|
float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; |
||||
|
float4 gy = abs(gx) - 0.5 ; |
||||
|
float4 tx = floor(gx + 0.5); |
||||
|
gx = gx - tx; |
||||
|
|
||||
|
float2 g00 = float2(gx.x,gy.x); |
||||
|
float2 g10 = float2(gx.y,gy.y); |
||||
|
float2 g01 = float2(gx.z,gy.z); |
||||
|
float2 g11 = float2(gx.w,gy.w); |
||||
|
|
||||
|
float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); |
||||
|
g00 *= norm.x; |
||||
|
g01 *= norm.y; |
||||
|
g10 *= norm.z; |
||||
|
g11 *= norm.w; |
||||
|
|
||||
|
float n00 = dot(g00, float2(fx.x, fy.x)); |
||||
|
float n10 = dot(g10, float2(fx.y, fy.y)); |
||||
|
float n01 = dot(g01, float2(fx.z, fy.z)); |
||||
|
float n11 = dot(g11, float2(fx.w, fy.w)); |
||||
|
|
||||
|
float2 fade_xy = fade(Pf.xy); |
||||
|
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); |
||||
|
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); |
||||
|
return 2.3 * n_xy; |
||||
|
} |
||||
|
|
||||
|
// Classic Perlin noise, periodic variant |
||||
|
float pnoise(float2 P, float2 rep) |
||||
|
{ |
||||
|
float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); |
||||
|
float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); |
||||
|
Pi = mod(Pi, rep.xyxy); // To create noise with explicit period |
||||
|
Pi = mod289(Pi); // To avoid truncation effects in permutation |
||||
|
float4 ix = Pi.xzxz; |
||||
|
float4 iy = Pi.yyww; |
||||
|
float4 fx = Pf.xzxz; |
||||
|
float4 fy = Pf.yyww; |
||||
|
|
||||
|
float4 i = permute(permute(ix) + iy); |
||||
|
|
||||
|
float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; |
||||
|
float4 gy = abs(gx) - 0.5 ; |
||||
|
float4 tx = floor(gx + 0.5); |
||||
|
gx = gx - tx; |
||||
|
|
||||
|
float2 g00 = float2(gx.x,gy.x); |
||||
|
float2 g10 = float2(gx.y,gy.y); |
||||
|
float2 g01 = float2(gx.z,gy.z); |
||||
|
float2 g11 = float2(gx.w,gy.w); |
||||
|
|
||||
|
float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); |
||||
|
g00 *= norm.x; |
||||
|
g01 *= norm.y; |
||||
|
g10 *= norm.z; |
||||
|
g11 *= norm.w; |
||||
|
|
||||
|
float n00 = dot(g00, float2(fx.x, fy.x)); |
||||
|
float n10 = dot(g10, float2(fx.y, fy.y)); |
||||
|
float n01 = dot(g01, float2(fx.z, fy.z)); |
||||
|
float n11 = dot(g11, float2(fx.w, fy.w)); |
||||
|
|
||||
|
float2 fade_xy = fade(Pf.xy); |
||||
|
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); |
||||
|
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); |
||||
|
return 2.3 * n_xy; |
||||
|
} |
@ -0,0 +1,3 @@ |
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assetBundleName: |
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assetBundleVariant: |
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script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} |
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fileFormatVersion: 2 |
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guid: d0d6c8db3061420479f9179be4a79b55 |
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ScriptedImporter: |
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internalIDToNameTable: [] |
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externalObjects: {} |
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serializedVersion: 2 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} |
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fileFormatVersion: 2 |
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guid: 56f0a380c5b3ba441a66058da1b389f6 |
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ScriptedImporter: |
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internalIDToNameTable: [] |
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externalObjects: {} |
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serializedVersion: 2 |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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script: {fileID: 11500000, guid: 60072b568d64c40a485e0fc55012dc9f, type: 3} |
Loading…
Reference in new issue