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142 lines
3.9 KiB
142 lines
3.9 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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#ifndef SKELETON_LIT_COMMON_INCLUDED |
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#define SKELETON_LIT_COMMON_INCLUDED |
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#include "UnityCG.cginc" |
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// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :( |
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#if defined(SHADER_API_GLES) |
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#define LIGHT_LOOP_LIMIT 8 |
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#elif defined(SHADER_API_N3DS) |
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#define LIGHT_LOOP_LIMIT 4 |
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#else |
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#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x |
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#endif |
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//////////////////////////////////////// |
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// Alpha Clipping |
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// |
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#if defined(_ALPHA_CLIP) |
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uniform fixed _Cutoff; |
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#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff); |
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#else |
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#define ALPHA_CLIP(pixel, color) |
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#endif |
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half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half4 diffuseColor, half atten) { |
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half NdotL = max(dot(eyeNormal, dirToLight), 0.0); |
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// diffuse |
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half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb; |
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return color * atten; |
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} |
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half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half4 diffuseColor) { |
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float3 dirToLight = unity_LightPosition[idx].xyz; |
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half att = 1.0; |
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#if defined(POINT) || defined(SPOT) |
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dirToLight -= eyePosition * unity_LightPosition[idx].w; |
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// distance attenuation |
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float distSqr = dot(dirToLight, dirToLight); |
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att /= (1.0 + unity_LightAtten[idx].z * distSqr); |
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if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range |
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distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light |
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dirToLight *= rsqrt(distSqr); |
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#if defined(SPOT) |
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// spot angle attenuation |
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half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0); |
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half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y; |
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att *= saturate(spotAtt); |
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#endif |
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#endif |
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att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP |
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return min (computeLighting (idx, dirToLight, eyeNormal, diffuseColor, att), 1.0); |
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} |
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int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction) |
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struct appdata { |
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float3 pos : POSITION; |
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float3 normal : NORMAL; |
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half4 color : COLOR; |
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float2 uv0 : TEXCOORD0; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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}; |
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struct VertexOutput { |
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fixed4 color : COLOR0; |
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float2 uv0 : TEXCOORD0; |
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float4 pos : SV_POSITION; |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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uniform float _ScaleX; |
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uniform float _ScaleY; |
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VertexOutput vert (appdata v) { |
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VertexOutput o; |
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UNITY_SETUP_INSTANCE_ID(v); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); |
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half4 color = v.color; |
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float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz; |
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half3 fixedNormal = half3(0,0,-1); |
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half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal)); |
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#ifdef _DOUBLE_SIDED_LIGHTING |
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// unfortunately we have to compute the sign here in the vertex shader |
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// instead of using VFACE in fragment shader stage. |
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half faceSign = sign(eyeNormal.z); |
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eyeNormal *= faceSign; |
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#endif |
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// Lights |
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half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb; |
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for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) { |
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lcolor += computeOneLight(il, eyePos, eyeNormal, color); |
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} |
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color.rgb = lcolor.rgb; |
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o.color = saturate(color); |
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o.uv0 = v.uv0; |
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o.pos = UnityObjectToClipPos(v.pos); |
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return o; |
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} |
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VertexOutput vertBill(appdata v) |
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{ |
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VertexOutput o; |
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o.pos = mul(UNITY_MATRIX_P, |
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mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(v.pos.x, v.pos.y, 0.0, 0.0) * float4(_ScaleX, _ScaleY, 1.0, 1.0)); |
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o.uv0 = v.uv0; |
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return o; |
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} |
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sampler2D _MainTex; |
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fixed4 frag (VertexOutput i) : SV_Target { |
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fixed4 tex = tex2D(_MainTex, i.uv0); |
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ALPHA_CLIP(tex, i.color); |
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fixed4 col; |
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#if defined(_STRAIGHT_ALPHA_INPUT) |
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col.rgb = tex * i.color * tex.a; |
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#else |
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col.rgb = tex * i.color; |
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#endif |
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col *= 2; |
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col.a = tex.a * i.color.a; |
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return col; |
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} |
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#endif
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