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- Shader "Hidden/Light2D-Shape-Volumetric"
- {
- SubShader
- {
- Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- Pass
- {
- Blend SrcAlpha One
- ZWrite Off
- ZTest Off
- Cull Off
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_local SPRITE_LIGHT __
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
- struct Attributes
- {
- float3 positionOS : POSITION;
- float4 color : COLOR;
- half2 uv : TEXCOORD0;
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- half4 color : COLOR;
- half2 uv : TEXCOORD0;
- SHADOW_COORDS(TEXCOORD1)
- };
- half4 _LightColor;
- half _FalloffDistance;
- half _VolumeOpacity;
- half _InverseHDREmulationScale;
- #ifdef SPRITE_LIGHT
- TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
- SAMPLER(sampler_CookieTex);
- #else
- uniform half _FalloffIntensity;
- TEXTURE2D(_FalloffLookup);
- SAMPLER(sampler_FalloffLookup);
- #endif
- SHADOW_VARIABLES
- Varyings vert(Attributes attributes)
- {
- Varyings o = (Varyings)0;
- float3 positionOS = attributes.positionOS;
- positionOS.x = positionOS.x + _FalloffDistance * attributes.color.r;
- positionOS.y = positionOS.y + _FalloffDistance * attributes.color.g;
- o.positionCS = TransformObjectToHClip(positionOS);
- o.color = _LightColor * _InverseHDREmulationScale;
- o.color.a = _LightColor.a * _VolumeOpacity;
- #ifdef SPRITE_LIGHT
- o.uv = attributes.uv;
- #else
- o.uv = float2(attributes.color.a, _FalloffIntensity);
- #endif
- TRANSFER_SHADOWS(o)
- return o;
- }
- half4 frag(Varyings i) : SV_Target
- {
- half4 color = i.color;
- #if SPRITE_LIGHT
- color *= SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
- #else
- color.a = i.color.a * SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
- #endif
- APPLY_SHADOWS(i, color, _ShadowVolumeIntensity);
- return color;
- }
- ENDHLSL
- }
- }
- }
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