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- Shader "Hidden/Light2d-Point-Volumetric"
- {
- SubShader
- {
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
- Pass
- {
- Blend One One
- ZWrite Off
- Cull Off
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_local USE_POINT_LIGHT_COOKIES __
- #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;
- float2 texcoord : TEXCOORD0;
- };
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 lookupUV : TEXCOORD2; // This is used for light relative direction
- SHADOW_COORDS(TEXCOORD5)
- };
- #if USE_POINT_LIGHT_COOKIES
- TEXTURE2D(_PointLightCookieTex);
- SAMPLER(sampler_PointLightCookieTex);
- #endif
- TEXTURE2D(_FalloffLookup);
- SAMPLER(sampler_FalloffLookup);
- half _FalloffIntensity;
- TEXTURE2D(_LightLookup);
- SAMPLER(sampler_LightLookup);
- half4 _LightLookup_TexelSize;
- half4 _LightColor;
- half _VolumeOpacity;
- float4 _LightPosition;
- float4x4 _LightInvMatrix;
- float4x4 _LightNoRotInvMatrix;
- half _LightZDistance;
- half _OuterAngle; // 1-0 where 1 is the value at 0 degrees and 1 is the value at 180 degrees
- half _InnerAngleMult; // 1-0 where 1 is the value at 0 degrees and 1 is the value at 180 degrees
- half _InnerRadiusMult; // 1-0 where 1 is the value at the center and 0 is the value at the outer radius
- half _InverseHDREmulationScale;
- half _IsFullSpotlight;
- SHADOW_VARIABLES
- Varyings vert(Attributes input)
- {
- Varyings output = (Varyings)0;
- output.positionCS = TransformObjectToHClip(input.positionOS);
- output.uv = input.texcoord;
- float4 worldSpacePos;
- worldSpacePos.xyz = TransformObjectToWorld(input.positionOS);
- worldSpacePos.w = 1;
- float4 lightSpacePos = mul(_LightInvMatrix, worldSpacePos);
- float4 lightSpaceNoRotPos = mul(_LightNoRotInvMatrix, worldSpacePos);
- float halfTexelOffset = 0.5 * _LightLookup_TexelSize.x;
- output.lookupUV = 0.5 * (lightSpacePos.xy + 1) + halfTexelOffset;
- TRANSFER_SHADOWS(output)
- return output;
- }
- half4 frag(Varyings input) : SV_Target
- {
- half4 lookupValue = SAMPLE_TEXTURE2D(_LightLookup, sampler_LightLookup, input.lookupUV); // r = distance, g = angle, b = x direction, a = y direction
- // Inner Radius
- half attenuation = saturate(_InnerRadiusMult * lookupValue.r); // This is the code to take care of our inner radius
- // Spotlight
- half spotAttenuation = saturate((_OuterAngle - lookupValue.g + _IsFullSpotlight) * _InnerAngleMult);
- attenuation = attenuation * spotAttenuation;
- half2 mappedUV;
- mappedUV.x = attenuation;
- mappedUV.y = _FalloffIntensity;
- attenuation = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, mappedUV).r;
- #if USE_POINT_LIGHT_COOKIES
- half4 cookieColor = SAMPLE_TEXTURE2D(_PointLightCookieTex, sampler_PointLightCookieTex, input.lookupUV);
- half4 lightColor = cookieColor * _LightColor * attenuation;
- #else
- half4 lightColor = _LightColor * attenuation;
- #endif
- APPLY_SHADOWS(input, lightColor, _ShadowVolumeIntensity);
- return _VolumeOpacity * lightColor * _InverseHDREmulationScale;
- }
- ENDHLSL
- }
- }
- }
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