Commit 73e9da08 authored by 18신대성's avatar 18신대성 Committed by 18손재민

Volumetric Light 카메라랑 플레이어에 적용

parent 7f35e799
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...@@ -21,7 +21,7 @@ public class Player : MonoBehaviour ...@@ -21,7 +21,7 @@ public class Player : MonoBehaviour
public Floor currentFloor; public Floor currentFloor;
public GameObject selectPointer; public GameObject selectPointer;
public Light aimLight; public VLight aimLight;
/// <summary> /// <summary>
/// Set this player as the current player. /// Set this player as the current player.
...@@ -98,12 +98,12 @@ public class Player : MonoBehaviour ...@@ -98,12 +98,12 @@ public class Player : MonoBehaviour
while (time <= endTime) while (time <= endTime)
{ {
yield return null; yield return null;
aimLight.intensity += 15 * Time.deltaTime; aimLight.lightMultiplier += 3 * Time.deltaTime;
aimLight.spotAngle -= 30 * Time.deltaTime; aimLight.spotAngle -= 30 * Time.deltaTime;
time = Time.time; time = Time.time;
if (!Input.GetMouseButton(0)) if (!Input.GetMouseButton(0))
{ {
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aimLight.spotAngle = 60; aimLight.spotAngle = 60;
aimLight.gameObject.SetActive(false); aimLight.gameObject.SetActive(false);
break; break;
...@@ -111,7 +111,7 @@ public class Player : MonoBehaviour ...@@ -111,7 +111,7 @@ public class Player : MonoBehaviour
} }
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{ {
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aimLight.spotAngle = 60; aimLight.spotAngle = 60;
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using UnityEditor;
using UnityEngine;
/*
* VLight
* Copyright Brian Su 2011-2019
*/
public class VolumeLightAbout : EditorWindow
{
private Texture _logoImage;
[MenuItem("Help/About V-Lights...", false, 1010)]
private static void Init()
{
VolumeLightAbout window = EditorWindow.CreateInstance<VolumeLightAbout>();
window.ShowUtility();
#if UNITY_5 || UNITY_2017 || UNITY_2018 || UNITY_2019
window.titleContent = new GUIContent("About V-Lights");
#else
window.title = "About V-Lights";
#endif
}
private void OnGUI()
{
GUILayout.BeginHorizontal();
GUILayout.Space(20);
GUILayout.BeginVertical();
if (_logoImage == null)
{
_logoImage = Resources.Load("VLights/Logo") as Texture;
}
GUI.DrawTexture(new Rect(-60, -64, 256, 256), _logoImage);
GUILayout.Space(64);
GUILayout.FlexibleSpace();
GUILayout.Label("Version 1.3");
GUILayout.FlexibleSpace();
GUILayout.Label("(c) 2011-2019 Brian Su");
GUILayout.EndVertical();
GUILayout.EndHorizontal();
}
}
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using UnityEngine;
using UnityEditor;
/*
* VLight
* Copyright Brian Su 2011-2019
*/
public class VolumeLightCreator : EditorWindow
{
[MenuItem("GameObject/Create Other/V-Lights Volume Area (Beta)", false, 100)]
public static void Area()
{
if (ShowWarning())
{
var volumeLightContainer = CreateVolumeLight(VLight.LightTypes.Area);
Selection.activeGameObject = volumeLightContainer.gameObject;
volumeLightContainer.transform.rotation = Quaternion.identity;
Undo.RegisterCreatedObjectUndo(volumeLightContainer, "V-Lights Create Volume Area (Beta)");
}
}
[MenuItem("GameObject/Create Other/V-Lights Spot", false, 100)]
public static void StandardLight()
{
if (ShowWarning())
{
var volumeLightContainer = CreateVolumeLight(VLight.LightTypes.Spot);
Selection.activeGameObject = volumeLightContainer.gameObject;
Undo.RegisterCreatedObjectUndo(volumeLightContainer, "V-Lights Create Light");
}
}
[MenuItem("GameObject/Create Other/V-Lights Spot With Light", false, 100)]
public static void SpotWithLight()
{
if (ShowWarning())
{
var volumeLightContainer = CreateVolumeLight(VLight.LightTypes.Spot);
var pointLight = new GameObject("Spot light");
var light = pointLight.AddComponent<Light>();
light.shadows = LightShadows.Soft;
light.type = LightType.Spot;
light.spotAngle = 45;
light.range = 6;
pointLight.transform.parent = volumeLightContainer.transform;
pointLight.transform.localPosition = Vector3.zero;
pointLight.transform.Rotate(90, 0, 0);
Selection.activeGameObject = volumeLightContainer.gameObject;
Undo.RegisterCreatedObjectUndo(volumeLightContainer, "V-Lights Create Light");
Undo.RegisterCreatedObjectUndo(pointLight, "V-Lights Create Light");
}
}
[MenuItem("GameObject/Create Other/V-Lights Point", false, 100)]
public static void PointLight()
{
if (ShowWarning())
{
var volumeLightContainer = CreateVolumeLight(VLight.LightTypes.Point);
Selection.activeGameObject = volumeLightContainer.gameObject;
Undo.RegisterCreatedObjectUndo(volumeLightContainer, "V-Lights Create Light");
}
}
[MenuItem("GameObject/Create Other/V-Lights Point With Light", false, 100)]
public static void PointWithLight()
{
if (ShowWarning())
{
var volumeLightContainer = CreateVolumeLight(VLight.LightTypes.Point);
var pointLight = new GameObject("Point light");
var light = pointLight.AddComponent<Light>();
light.shadows = LightShadows.Soft;
light.type = LightType.Point;
light.spotAngle = 45;
light.range = 6;
pointLight.transform.parent = volumeLightContainer.transform;
pointLight.transform.localPosition = Vector3.zero;
Selection.activeGameObject = volumeLightContainer.gameObject;
Undo.RegisterCreatedObjectUndo(volumeLightContainer, "V-Lights Create Light");
Undo.RegisterCreatedObjectUndo(pointLight, "V-Lights Create Light");
}
}
[MenuItem("GameObject/Create Other/V-Lights Orthographic", false, 100)]
public static void OrthographicLight()
{
if (ShowWarning())
{
var volumeLightContainer = CreateVolumeLight(VLight.LightTypes.Orthographic);
Selection.activeGameObject = volumeLightContainer.gameObject;
Undo.RegisterCreatedObjectUndo(volumeLightContainer, "V-Lights Create Orthographic Light");
}
}
private static VLight CreateVolumeLight(VLight.LightTypes type)
{
var otherLights = GameObject.FindObjectsOfType(typeof(VLight)) as VLight[];
var volumeLightContainer = new GameObject("V-Light " + type + " " + otherLights.Length);
if (SceneView.lastActiveSceneView != null)
{
SceneView.lastActiveSceneView.MoveToView(volumeLightContainer.transform);
}
var light = volumeLightContainer.AddComponent<VLight>();
var cam = volumeLightContainer.GetComponent<Camera>();
cam.enabled = false;
cam.fieldOfView = 45;
cam.nearClipPlane = 0.1f;
cam.farClipPlane = 1;
cam.renderingPath = RenderingPath.VertexLit;
cam.orthographicSize = 2.5f;
switch (type)
{
case VLight.LightTypes.Spot:
light.spotRange = 1;
light.lightType = VLight.LightTypes.Spot;
break;
case VLight.LightTypes.Point:
cam.orthographic = true;
cam.nearClipPlane = -cam.farClipPlane;
cam.orthographicSize = cam.farClipPlane * 2;
light.pointLightRadius = 1;
light.lightType = VLight.LightTypes.Point;
break;
case VLight.LightTypes.Area:
cam.orthographic = true;
cam.nearClipPlane = -cam.farClipPlane;
cam.orthographicSize = cam.farClipPlane * 2;
light.pointLightRadius = 1;
light.lightType = VLight.LightTypes.Area;
light.lightMultiplier = 0.05f;
light.pointLightRadius = 2.0f;
break;
case VLight.LightTypes.Orthographic:
cam.orthographic = true;
cam.nearClipPlane = 0;
cam.farClipPlane = 2;
light.spotRange = 2;
light.lightType = VLight.LightTypes.Orthographic;
light.orthoSize = 0.5f;
break;
}
var layer = LayerMask.NameToLayer(VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME);
if (layer != -1)
{
volumeLightContainer.layer = layer;
cam.cullingMask = ~(1 << layer);
}
volumeLightContainer.transform.Rotate(90, 0, 0);
return light;
}
private static bool ShowWarning()
{
bool continueAfterWarning = true;
if (LayerMask.NameToLayer(VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME) == -1)
{
continueAfterWarning = EditorUtility.DisplayDialog("Warning",
"You don't have a layer in your project called\n\"" + VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME + "\".\n" +
"Without this layer realtime shadows, interleaved sampling and high speed off screen rendering will not work. Continue using volumetric lights?", "Continue", "Cancel");
}
return continueAfterWarning;
}
}
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using UnityEditor;
/*
* VLight
* Copyright Brian Su 2011-2019
*/
[CustomEditor(typeof(VLightManager))]
public class VolumeLightManagerEditor : Editor
{
public VLightManager Manager
{
get { return target as VLightManager; }
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
}
}
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using UnityEngine;
using UnityEditor;
/*
* VLight
* Copyright Brian Su 2011-2019
*/
[CustomEditor(typeof(VLight))]
[CanEditMultipleObjects]
public class VolumeLightSlicedBasedEditor : Editor
{
public VLight Light
{
get { return target as VLight; }
}
public override void OnInspectorGUI()
{
Light.MeshRender.hideFlags = HideFlags.None;
var property = serializedObject.FindProperty("renderWireFrame");
property.boolValue = GUILayout.Toggle(property.boolValue, "Render wireframe");
EditorUtility.SetSelectedRenderState(Light.MeshRender, property.boolValue ? EditorSelectedRenderState.Wireframe : EditorSelectedRenderState.Hidden);
serializedObject.ApplyModifiedProperties();
base.OnInspectorGUI();
GUILayout.Space(20);
var curvesProp = serializedObject.FindProperty("useCurves");
if(curvesProp.boolValue)
{
GUILayout.Label("Falloff gradient");
var tex = serializedObject.FindProperty("_fallOffTexture");
if(tex.objectReferenceValue != null)
{
var rect = GUILayoutUtility.GetRect(100, 100);
GUI.DrawTexture(rect, tex.objectReferenceValue as Texture2D);
}
}
GUILayout.Label("Generate a baked shadow map");
if(GUILayout.Button("Bake shadow map", GUILayout.Width(200)))
{
Light.RenderBakedShadowMap();
}
}
}
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Thanks for purchasing VLights volumetric lights.
**NOTE**
This package requires that you set a new layer called "vlight" in your scene to use the interleaved sampling effect.
The layer name can be changed by modifying VLightManager.cs VOLUMETRIC_LIGHT_LAYER_NAME variable.
**NOTE**
If you are using water4 please remove vlight later from the PlanarReflection script for best results.
Updates
10/3/2019
Now free
Upgraded to unity 2017 and 2018
7/2/2018
Deprecated JS code
Fixed shadow mapping
21/11/2017
Long overdue update
Fix for VR displays
Unity 2017 Fixes
3/11/2016
Fixed some unity 5.4 warnings
Added shadowmap support for iOS
Added high precision floating point frame buffer
9/6/2016
Fixed shaders getting stripped.
15/5/2016
Orthographic Light sources
Fixed spot light clipping
Fixed point light shadows
Aspect ratio for non uniform lights
14/4/2016
Fixed scene selection bug in Unity 5.3.4
3/02/2016
Added in experimental bilateral filtering with depth aware upsampling.
Fixes for Unity Water 4 recursive rendering
Interleaved sampling optimisations
Speed tree shadows
Unity 5 is the minimum version now
18/10/2015
Fixed dither in linear light
Fixed shadow baking
Unity 4.6.9 min
Added world space offset of noise
Fixes for UFPS
08/06/2015
Added in curve based attenuation.
Added in area volumes.
Improved performance by removing update loop.
You can now bake shadow maps in the editor.
Complete redo of editor.
Fixed up some memory leaks with rendertextures.
Added in dithered sampling to improve qualty without post effects.
Refactored some code.
16/03/2015
Fixed some shader compiler errors in Unity 5. Added in some more context help.
03/03/2015
Unity 5.0 fixes
28/05/2014
Fixed 4.5 shader compiler errors
15/03/2014
Support for multiple cameras. Removed need for camera tags. Fixed some shader referencing bugs.
31/10/2013
dx11 shader fixes
25/9/2013
-Fixed memory leak on Unity 4.2. Optimised performance. Added in workaround to RenderPath.Vertexlit RenderWithShader crash bug on Unity.
1/8/2013
-Fixed interleaved sampling in Unity 4.2.
25/7/2013
-Cleaned up the material properties.
-All shaders now use a version 2 of the shader.
-This should automatically switch if you are upgrading.
-Fixed some null reference exceptions when upgrading.
-Fixed deferred rendering flag again:(
18/7/2013 This is a major update so I suggest backing up your project before upgrading.
-Option to turn off wireframe
-Improved blur using horizontal/vertical guassian blur. Blur steps are now in texel sizes
-Gave option to only use blur and not interleaved sampling
-Removed manual depth buffer
-All shaders are now only 2.0
-Cleaned up vlight editor
-All parameters except texture settings are done on the script
-Multi-editing is supported. Light manager editor is deprecated
-Lights can now be prefabs
23/4/2013 Fixed interleaved sampling posteffect when using skyboxes in 4.1 new renderwithshader.
14/4/2013 Fixed interleaved sampling again Unity 4.1 Set the depth flags using an OR flag to prevent messing with any other
depth effects. Also fixed cameras that have non-standard projection matricies.
17/3/2013 Fixed interleaved sampling in Unity 4.1. Seem like deferred rendering no longer support _CameraDepthTexture.
Reverted to 3.5 as the min version.
9/12/2012 Compiler fixes for dx11
21/11/2012 Compiler fixes to unity 4.0
Compatible with linear and gamma space color in unity 3.5
Added in experimental section
Flickering fixed
Not necessary to use the bounding box hack.
VLights allows you to create realtime volumetric lights in Unity.
Simply click GameObject -> Create Other -> VLight type to create a new light.
For details on customizing your light click Help -> V-Lights
Visit
http://vlights-system.blogspot.com/
for more information.
Support can be contacted at brianvlights@gmail.com
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using UnityEngine;
public class MouseOrbitDemo : MonoBehaviour
{
//Copied from the standard assets and renamed to MouseOrbitDemo to avoid any conflicts. Feel free to delete this file.
public Transform target = null;
public float distance = 8.0f;
public float xSpeed = 250.0f;
public float ySpeed = 120.0f;
public float yMinLimit = -90f;
public float yMaxLimit = 90f;
private float x = 0.0f;
private float y = 0.0f;
private void Start ()
{
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;
// Make the rigid body not change rotation
if (GetComponent<Rigidbody> ())
GetComponent<Rigidbody> ().freezeRotation = true;
}
private void LateUpdate ()
{
if (target)
{
x += Input.GetAxis ("Mouse X") * xSpeed * 0.02f;
y -= Input.GetAxis ("Mouse Y") * ySpeed * 0.02f;
y = ClampAngle (y, yMinLimit, yMaxLimit);
var rotation = Quaternion.Euler (y, x, 0);
var position = rotation * new Vector3 (0.0f, 0.0f, -distance) + target.position;
transform.rotation = rotation;
transform.position = position;
}
}
private static float ClampAngle (float angle, float min, float max)
{
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}
}
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using UnityEngine;
using VLights;
/*
* VLight
* Copyright Brian Su 2011-2019
*/
[ExecuteInEditMode()]
[RequireComponent(typeof(Camera))]
[AddComponentMenu("V-Lights/VLight Image Effects")]
public class VLightInterleavedSampling : MonoBehaviour
{
public static bool renderingInterleaved = false;
public static bool lightsModified = false;
[SerializeField]
[Header("Reduces banding. Requires floating point textures support.")]
private bool _useHighPrecisionFrameBuffer = false;
[SerializeField]
[Header("Min pixel width to use interleaved")]
private int minInterleavedRes = 128;
[SerializeField]
private bool useInterleavedSampling = true;
[SerializeField]
private float ditherOffset = 0.02f;
[SerializeField]
private float blurRadius = 1.5f;
[SerializeField]
private int blurIterations = 1;
[SerializeField]
[Header("Locked to 2 when using Bilateral filtering")]
private int downSample = 4;
[SerializeField]
private Shader postEffectShader;
[SerializeField]
private Shader volumeLightShader;
[Header("Reduce edge bleeding at a cost to performance")]
[SerializeField]
private bool _useBilateralFiltering = false;
[SerializeField]
private Shader _downScaleDepthShader;
[SerializeField]
private float _depthThreshold = 0.01f;
[SerializeField]
private float _blurDepth = 100.0f;
//
private Camera _ppCameraGO = null;
private LayerMask _volumeLightLayer;
private RenderTexture interleavedBuffer;
private VLight[] _vlights;
private Material _postMaterial;
private Material PostMaterial
{
get
{
if (_postMaterial == null)
{
_postMaterial = new Material(postEffectShader);
_postMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return _postMaterial;
}
}
private Material _downscaleDepthMaterial;
private Material DownscaleDepthMaterial
{
get
{
if (_downscaleDepthMaterial == null)
{
_downscaleDepthMaterial = new Material(_downScaleDepthShader);
_downscaleDepthMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return _downscaleDepthMaterial;
}
}
Camera _camera;
Camera cam
{
get
{
if (_camera == null)
{
_camera = GetComponent<Camera>();
}
return _camera;
}
}
private void OnEnable()
{
Init();
}
private void OnDisable()
{
CleanUp();
}
public static int renderCount = 0;
// private void OnGUI()
// {
// var bounds = new Bounds();
// var vlights = GameObject.FindObjectsOfType<VLight>();
// foreach(var vlight in vlights)
// {
// bounds.max = Camera.main.cameraToWorldMatrix.MultiplyPoint(vlight.MaxBounds);
// bounds.min = Camera.main.cameraToWorldMatrix.MultiplyPoint(vlight.MinBounds);
//
// var rect = VLightGeometryUtil.BoundsToRect(bounds, Camera.main);
// rect.y = rect.y;
// GUI.Box(rect, "");
// }
// }
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
var cam = Camera.current;
var planes = GeometryUtility.CalculateFrustumPlanes(cam);
if (!Application.isPlaying)
{
_vlights = GameObject.FindObjectsOfType<VLight>();
}
if (lightsModified)
{
lightsModified = false;
_vlights = GameObject.FindObjectsOfType<VLight>();
}
var bounds = new Bounds();
var lightsVisible = false;
var renderInterleaved = false;
for (var i = 0; i < _vlights.Length; i++)
{
var vlight = _vlights[i];
if (GeometryUtility.TestPlanesAABB(planes, vlight.MeshRender.bounds))
{
bounds.max = cam.cameraToWorldMatrix.MultiplyPoint(vlight.MaxBounds);
bounds.min = cam.cameraToWorldMatrix.MultiplyPoint(vlight.MinBounds);
var rect = VLightGeometryUtil.BoundsToRect(bounds, cam);
var area = rect.width * rect.height;
if (area > (minInterleavedRes * minInterleavedRes))
{
renderInterleaved = true;
}
lightsVisible = true;
}
}
if (!lightsVisible)
{
Graphics.Blit(source, destination);
return;
}
var downsampleFactor = Mathf.Clamp(downSample, 1, 20);
blurIterations = Mathf.Clamp(blurIterations, 0, 20);
if (_useBilateralFiltering)
{
downsampleFactor = 2;
}
var width = cam.pixelWidth;
var height = cam.pixelHeight;
var dsWidth = cam.pixelWidth / downsampleFactor;
var dsHeight = cam.pixelHeight / downsampleFactor;
var frameBufferFormat = _useHighPrecisionFrameBuffer ? RenderTextureFormat.ARGBFloat : RenderTextureFormat.ARGB32;
#if UNITY_EDITOR
if (!SystemInfo.SupportsRenderTextureFormat(frameBufferFormat))
{
frameBufferFormat = RenderTextureFormat.ARGBHalf;
if (!SystemInfo.SupportsRenderTextureFormat(frameBufferFormat))
{
frameBufferFormat = RenderTextureFormat.ARGB32;
Debug.LogWarning("Platform does not support floating point textures");
}
}
#endif
// 4 samples for the interleaved buffer
var bufferA = RenderTexture.GetTemporary(dsWidth, dsHeight, 0, frameBufferFormat);
if (interleavedBuffer != null && (interleavedBuffer.width != width || interleavedBuffer.height != height))
{
if (Application.isPlaying)
{
Destroy(interleavedBuffer);
}
else
{
DestroyImmediate(interleavedBuffer);
}
interleavedBuffer = null;
}
if (interleavedBuffer == null)
{
interleavedBuffer = new RenderTexture(width, height, 0);
interleavedBuffer.hideFlags = HideFlags.HideAndDontSave;
}
var ppCamera = GetPPCamera();
ppCamera.CopyFrom(cam);
ppCamera.enabled = false;
ppCamera.depthTextureMode = DepthTextureMode.None;
ppCamera.clearFlags = CameraClearFlags.SolidColor;
ppCamera.cullingMask = _volumeLightLayer;
ppCamera.useOcclusionCulling = false;
ppCamera.backgroundColor = Color.clear;
ppCamera.renderingPath = RenderingPath.VertexLit;
renderingInterleaved = false;
if (useInterleavedSampling && renderInterleaved)
{
var bufferB = RenderTexture.GetTemporary(dsWidth, dsHeight, 0, frameBufferFormat);
var bufferC = RenderTexture.GetTemporary(dsWidth, dsHeight, 0, frameBufferFormat);
var bufferD = RenderTexture.GetTemporary(dsWidth, dsHeight, 0, frameBufferFormat);
// For odd projection matrices
ppCamera.projectionMatrix = cam.projectionMatrix;
ppCamera.pixelRect = new Rect(
0,
0,
cam.pixelWidth / cam.rect.width + Screen.width / cam.rect.width,
cam.pixelHeight / cam.rect.height + Screen.height / cam.rect.height);
// Render the interleaved samples
float offset = 0.0f;
renderCount = 0;
RenderSample(offset, ppCamera, bufferA);
if (renderCount == 0)
{
Graphics.Blit(source, destination);
RenderTexture.ReleaseTemporary(bufferA);
RenderTexture.ReleaseTemporary(bufferB);
RenderTexture.ReleaseTemporary(bufferC);
RenderTexture.ReleaseTemporary(bufferD);
return;
}
renderingInterleaved = true;
offset += ditherOffset;
RenderSample(offset, ppCamera, bufferB);
offset += ditherOffset;
RenderSample(offset, ppCamera, bufferC);
offset += ditherOffset;
RenderSample(offset, ppCamera, bufferD);
//Combine the 4 samples to make an interleaved image and the edge border
PostMaterial.SetTexture("_MainTexA", bufferA);
PostMaterial.SetTexture("_MainTexB", bufferB);
PostMaterial.SetTexture("_MainTexC", bufferC);
PostMaterial.SetTexture("_MainTexD", bufferD);
interleavedBuffer.DiscardContents();
Graphics.Blit(null, interleavedBuffer, PostMaterial, 0);
RenderTexture.ReleaseTemporary(bufferB);
RenderTexture.ReleaseTemporary(bufferC);
RenderTexture.ReleaseTemporary(bufferD);
}
else
{
ppCamera.projectionMatrix = cam.projectionMatrix;
ppCamera.pixelRect = new Rect(
0,
0,
cam.pixelWidth / cam.rect.width + Screen.width / cam.rect.width,
cam.pixelHeight / cam.rect.height + Screen.height / cam.rect.height);
renderCount = 0;
RenderSample(0, ppCamera, bufferA);
if (renderCount == 0)
{
Graphics.Blit(source, destination);
RenderTexture.ReleaseTemporary(bufferA);
return;
}
Graphics.Blit(bufferA, interleavedBuffer);
}
renderingInterleaved = false;
var pingPong = RenderTexture.GetTemporary(width, height, 0);
pingPong.DiscardContents();
PostMaterial.SetFloat("_BlurSize", blurRadius);
if (_useBilateralFiltering)
{
var quarterDepthTexture = RenderTexture.GetTemporary(dsWidth, dsHeight, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, 1);
//quarterDepthTexture.filterMode = FilterMode.Point;
quarterDepthTexture.wrapMode = TextureWrapMode.Clamp;
Graphics.Blit(source, quarterDepthTexture, DownscaleDepthMaterial);
PostMaterial.SetFloat("BlurDepthFalloff", _blurDepth);
PostMaterial.SetTexture("LowResDepthTexture", quarterDepthTexture);
for (int i = 0; i < blurIterations; i++)
{
PostMaterial.SetVector("BlurDir", new Vector2(0, blurRadius));
Graphics.Blit(interleavedBuffer, pingPong, PostMaterial, 4);
PostMaterial.SetVector("BlurDir", new Vector2(blurRadius, 0));
Graphics.Blit(pingPong, interleavedBuffer, PostMaterial, 4);
PostMaterial.SetVector("BlurDir", new Vector2(0, blurRadius));
Graphics.Blit(interleavedBuffer, pingPong, PostMaterial, 4);
PostMaterial.SetVector("BlurDir", new Vector2(blurRadius, 0));
Graphics.Blit(pingPong, interleavedBuffer, PostMaterial, 4);
}
RenderTexture.ReleaseTemporary(pingPong);
RenderTexture.ReleaseTemporary(bufferA);
PostMaterial.SetFloat("DepthThreshold", _depthThreshold);
var interleavedBufferPoint = RenderTexture.GetTemporary(dsWidth, dsHeight, 0, RenderTextureFormat.ARGB32);
Graphics.Blit(interleavedBuffer, interleavedBufferPoint);
interleavedBufferPoint.filterMode = FilterMode.Point;
PostMaterial.SetTexture("_MainTexBlurred", interleavedBuffer);
PostMaterial.SetTexture("_MainTexBlurredPoint", interleavedBufferPoint);
Graphics.Blit(source, destination, PostMaterial, 3);
RenderTexture.ReleaseTemporary(interleavedBufferPoint);
RenderTexture.ReleaseTemporary(quarterDepthTexture);
}
else
{
for (int i = 0; i < blurIterations; i++)
{
Graphics.Blit(interleavedBuffer, pingPong, PostMaterial, 1);
interleavedBuffer.DiscardContents();
Graphics.Blit(pingPong, interleavedBuffer, PostMaterial, 2);
pingPong.DiscardContents();
}
PostMaterial.SetTexture("_MainTexBlurred", interleavedBuffer);
Graphics.Blit(source, destination, PostMaterial, 5);
RenderTexture.ReleaseTemporary(pingPong);
RenderTexture.ReleaseTemporary(bufferA);
}
}
private void RenderSample(float offset, Camera ppCamera, RenderTexture buffer)
{
Shader.SetGlobalFloat("_InterleavedOffset", offset);
ppCamera.targetTexture = buffer;
ppCamera.SetReplacementShader(volumeLightShader, "RenderType");
ppCamera.Render();
}
private void Init()
{
if (LayerMask.NameToLayer(VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME) == -1)
{
Debug.LogWarning(VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME + " layer does not exist! Cannot use interleaved sampling please add this layer.");
return;
}
if (!SystemInfo.supportsImageEffects)
{
Debug.LogWarning("Cannot use interleaved sampling. Image effects not supported");
return;
}
_volumeLightLayer = 1 << LayerMask.NameToLayer(VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME);
cam.cullingMask &= ~_volumeLightLayer;
cam.depthTextureMode |= DepthTextureMode.Depth;
if (_downScaleDepthShader == null)
{
_downScaleDepthShader = Shader.Find(VLightShaderUtil.DOWNSCALEDEPTH_SHADER_NAME);
}
if (postEffectShader == null)
{
postEffectShader = Shader.Find(VLightShaderUtil.POST_SHADER_NAME);
}
if (volumeLightShader == null)
{
volumeLightShader = Shader.Find(VLightShaderUtil.INTERLEAVED_SHADER_NAME);
}
_vlights = GameObject.FindObjectsOfType<VLight>();
}
private void CleanUp()
{
cam.cullingMask |= _volumeLightLayer;
if (Application.isEditor)
{
DestroyImmediate(_downscaleDepthMaterial);
DestroyImmediate(_postMaterial);
if (interleavedBuffer != null)
{
DestroyImmediate(interleavedBuffer);
}
}
else
{
Destroy(_downscaleDepthMaterial);
Destroy(_postMaterial);
if (interleavedBuffer != null)
{
Destroy(interleavedBuffer);
}
}
}
private Camera GetPPCamera()
{
if (_ppCameraGO == null)
{
var go = GameObject.Find("Post Processing Camera");
if (go != null && go.GetComponent<Camera>() != null)
{
_ppCameraGO = go.GetComponent<Camera>();
_ppCameraGO.useOcclusionCulling = false;
}
else
{
var newGO = new GameObject("Post Processing Camera");
_ppCameraGO = newGO.AddComponent<Camera>();
_ppCameraGO.useOcclusionCulling = false;
_ppCameraGO.enabled = false;
newGO.hideFlags = HideFlags.HideAndDontSave;
}
}
return _ppCameraGO;
}
}
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// You can use this in combination with LibNoise to generate 3D noise. You must have LibNoise also installed
// GameObject -> Create 3D Noise
#if LIB_NOISE
using UnityEngine;
using UnityEditor;
using System.Collections;
using LibNoise.Generator;
using LibNoise;
public class GenerateNoiseTexture : EditorWindow
{
enum NoiseType
{
Perlin,
Voronoi,
RidgedMultifractal,
Billow,
Spheres,
Checker,
Cylinders
};
float _frequency = 2f;
float _lancuraity = 2f;
float _persistence = 2f;
int _octaves = 8;
int _res = 32;
float _displacement = 1.0f;
float _size = 1.0f;
bool _seamless = false;
bool _normalMap = false;
NoiseType _noiseType = NoiseType.Perlin;
Texture2D _previewTexture;
Texture2D _previewTextureNM;
AnimationCurve _zCurve = new AnimationCurve()
{
keys = new Keyframe[] {
new Keyframe(0, 0),
new Keyframe(0.5f, 0.5f),
new Keyframe(1, 0),
}
};
[MenuItem ("GameObject/Create 3D Noise")]
static void CreateWizard ()
{
EditorWindow.GetWindow<GenerateNoiseTexture>().Show();
}
void OnEnabled()
{
GeneratePreview();
}
void OnDestroy ()
{
DestroyImmediate(_previewTexture);
DestroyImmediate(_previewTextureNM);
EditorUtility.ClearProgressBar();
}
void OnGUI()
{
var dirty = false;
var noiseType = (NoiseType)EditorGUILayout.EnumPopup("Noise", _noiseType);
if(_noiseType != noiseType)
{
_noiseType = noiseType;
dirty = true;
}
dirty |= UpdateValueFloat("Frequency", ref _frequency);
dirty |= UpdateValueFloat("Lancuraity", ref _lancuraity);
dirty |= UpdateValueFloat("Persistence", ref _persistence);
dirty |= UpdateValueFloat("Size", ref _size);
dirty |= UpdateValueInt("Octaves", ref _octaves);
dirty |= UpdateValueInt("Resolution", ref _res);
dirty |= UpdateValueBool("Seamless", ref _seamless);
dirty |= UpdateValueBool("Normal Map", ref _normalMap);
_zCurve = EditorGUILayout.CurveField("zCurve", _zCurve);
if(dirty)
{
GeneratePreview();
}
GUILayout.FlexibleSpace();
GUILayout.BeginHorizontal();
GUI.DrawTexture(GUILayoutUtility.GetRect(128, 128), _previewTexture, ScaleMode.ScaleToFit, false);
GUI.DrawTexture(GUILayoutUtility.GetRect(128, 128), _previewTexture, ScaleMode.ScaleToFit, false);
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUI.DrawTexture(GUILayoutUtility.GetRect(128, 128), _previewTexture, ScaleMode.ScaleToFit, false);
GUI.DrawTexture(GUILayoutUtility.GetRect(128, 128), _previewTexture, ScaleMode.ScaleToFit, false);
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
if(_normalMap)
{
GUILayout.BeginHorizontal();
GUI.DrawTexture(GUILayoutUtility.GetRect(128, 128), _previewTextureNM, ScaleMode.ScaleToFit, false);
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
}
GUILayout.FlexibleSpace();
if(GUILayout.Button("Create", GUILayout.Width(100)))
{
GenerateTexture();
}
}
ModuleBase CreateNoiseModule()
{
ModuleBase noiseModule = null;
switch(_noiseType)
{
case NoiseType.Perlin:
noiseModule = new Perlin(_frequency, _lancuraity, _persistence, _octaves, 2, QualityMode.Low);
break;
case NoiseType.Voronoi:
noiseModule = new Voronoi(_frequency, _displacement, 0, false);
break;
case NoiseType.RidgedMultifractal:
noiseModule = new RidgedMultifractal(_frequency, _lancuraity, _octaves, 0, QualityMode.Low);
break;
case NoiseType.Billow:
noiseModule = new Billow(_frequency, _lancuraity, _persistence, _octaves, 0, QualityMode.Low);
break;
case NoiseType.Spheres:
noiseModule = new Spheres(_frequency);
break;
case NoiseType.Checker:
noiseModule = new Checker();
break;
case NoiseType.Cylinders:
noiseModule = new Cylinders(_frequency);
break;
}
return noiseModule;
}
void GeneratePreview ()
{
var volumeColors = new Color[_res * _res];
if(_previewTexture != null)
{
DestroyImmediate(_previewTexture);
}
_previewTexture = new Texture2D(_res, _res);
_previewTexture.wrapMode = TextureWrapMode.Clamp;
_previewTexture.filterMode = FilterMode.Point;
_previewTexture.hideFlags = HideFlags.DontSave;
if(_previewTextureNM != null)
{
DestroyImmediate(_previewTextureNM);
}
var noise = new Noise2D(_res, _res, CreateNoiseModule());
noise.GeneratePlanar(0, _size, 0, _size, _seamless);
for(int x = 0; x < _res; x++)
{
for(int y = 0; y < _res; y++)
{
var idx = x + (y * _res);
volumeColors[idx] = noise[x, y] * Color.white;
}
}
_previewTexture.SetPixels(volumeColors);
_previewTexture.Apply();
if(_normalMap)
{
_previewTextureNM = noise.GetNormalMap(2.0f);
_previewTextureNM.wrapMode = TextureWrapMode.Clamp;
_previewTextureNM.filterMode = FilterMode.Point;
_previewTextureNM.hideFlags = HideFlags.DontSave;
}
}
void GenerateTexture()
{
var volumeTex = new Texture3D(_res, _res, _res, TextureFormat.ARGB32, false);
var volumeColors = new Color[_res * _res * _res];
var volumeTexNM = new Texture3D(_res, _res, _res, TextureFormat.ARGB32, false);
var volumeColorsNM = new Color[_res * _res * _res];
EditorUtility.ClearProgressBar();
var noise = new Noise2D(_res, _res, CreateNoiseModule());
for(int z = 0; z < _res; z++)
{
noise.zValue = _zCurve.Evaluate(((float)z / _res)) * _size;
noise.GeneratePlanar(0, _size, 0, _size, _seamless);
for(int x = 0; x < _res; x++)
{
for(int y = 0; y < _res; y++)
{
var idx = x + (y * _res) + (z * (_res * _res));
volumeColors[idx] = noise[x, y] * Color.white;
}
}
if(EditorUtility.DisplayCancelableProgressBar("3D Noise", "Generating 3D Noise", (float)z / _res))
{
DestroyImmediate(volumeTex);
EditorUtility.ClearProgressBar();
return;
}
var nm = noise.GetNormalMap(1.0f);
var pixels = nm.GetPixels();
for(int x = 0; x < _res; x++)
{
for(int y = 0; y < _res; y++)
{
var idx = x + (y * _res) + (z * (_res * _res));
volumeColorsNM[idx] = pixels[x + (y * _res)];
}
}
DestroyImmediate(nm);
}
EditorUtility.ClearProgressBar();
var path = EditorUtility.SaveFilePanelInProject("Save 3D noise texture.",
string.Format("{0}_noise.asset", _noiseType),
"asset",
"Please enter a file name to save the volume texture");
if(path.Length != 0)
{
volumeTex.SetPixels(volumeColors);
volumeTex.Apply();
AssetDatabase.CreateAsset(volumeTex, path);
AssetDatabase.Refresh();
}
if(_normalMap)
{
volumeTexNM.SetPixels(volumeColorsNM);
volumeTexNM.Apply();
path = EditorUtility.SaveFilePanelInProject("Save 3D normalmap texture.",
string.Format("{0}_normalmap.asset", _noiseType),
"asset",
"Please enter a file name to save the volume normalmap");
if(path.Length != 0)
{
AssetDatabase.CreateAsset(volumeTexNM, path);
AssetDatabase.Refresh();
}
}
}
static bool UpdateValueBool(string name, ref bool value)
{
var newValue = EditorGUILayout.Toggle(name, value);
if(value != newValue)
{
value = newValue;
return true;
}
return false;
}
static bool UpdateValueInt(string name, ref int value)
{
var newValue = EditorGUILayout.IntField(name, value);
if(value != newValue)
{
value = newValue;
return true;
}
return false;
}
static bool UpdateValueFloat(string name, ref float value)
{
var newValue = EditorGUILayout.FloatField(name, value);
if(value != newValue)
{
value = newValue;
return true;
}
return false;
}
}
#endif
\ No newline at end of file
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using UnityEngine;
namespace com.brian.vlights
{
// [CreateAssetMenuAttribute]
public class ShaderLibrary : ScriptableObject
{
[SerializeField]
private Shader[] _shaders;
}
}
\ No newline at end of file
fileFormatVersion: 2
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licenseType: Store
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serializedVersion: 2
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userData:
assetBundleName:
assetBundleVariant:
using UnityEngine;
using System;
/*
* VLight
* Copyright Brian Su 2011-2015
*/
public static class VLightGeometryUtil
{
private static Vector3[] _outputList = new Vector3[20];
private static Vector3[] _inputList = new Vector3[20];
public static void RecalculateFrustrumPoints(bool ortho, float orthographicSize, float fieldOfView, float near, float far, float aspectRatio, out Vector3[] _frustrumPoints)
{
if(!ortho)
{
float Hnear = 2 * Mathf.Tan((fieldOfView * 0.5f) * Mathf.Deg2Rad) * near;
float Wnear = Hnear * aspectRatio;
float Hfar = 2 * Mathf.Tan((fieldOfView * 0.5f) * Mathf.Deg2Rad) * far;
float Wfar = Hfar * aspectRatio;
Vector3 fc = Vector3.forward * far;
Vector3 ftl = fc + (Vector3.up * Hfar / 2) - (Vector3.right * Wfar / 2);
Vector3 ftr = fc + (Vector3.up * Hfar / 2) + (Vector3.right * Wfar / 2);
Vector3 fbl = fc - (Vector3.up * Hfar / 2) - (Vector3.right * Wfar / 2);
Vector3 fbr = fc - (Vector3.up * Hfar / 2) + (Vector3.right * Wfar / 2);
Vector3 nc = Vector3.forward * near;
Vector3 ntl = nc + (Vector3.up * Hnear / 2) - (Vector3.right * Wnear / 2);
Vector3 ntr = nc + (Vector3.up * Hnear / 2) + (Vector3.right * Wnear / 2);
Vector3 nbl = nc - (Vector3.up * Hnear / 2) - (Vector3.right * Wnear / 2);
Vector3 nbr = nc - (Vector3.up * Hnear / 2) + (Vector3.right * Wnear / 2);
_frustrumPoints = new Vector3[8];
_frustrumPoints[0] = ntl;
_frustrumPoints[1] = ftl;
_frustrumPoints[2] = ntr;
_frustrumPoints[3] = ftr;
_frustrumPoints[4] = nbl;
_frustrumPoints[5] = fbl;
_frustrumPoints[6] = nbr;
_frustrumPoints[7] = fbr;
}
else
{
var halfOrthoSizeX = orthographicSize * aspectRatio;
var halfOrthoSizeY = orthographicSize;
_frustrumPoints = new Vector3[8];
_frustrumPoints[0] = new Vector3(-halfOrthoSizeX, halfOrthoSizeY, near);
_frustrumPoints[1] = new Vector3(-halfOrthoSizeX, halfOrthoSizeY, far);
_frustrumPoints[2] = new Vector3(halfOrthoSizeX, halfOrthoSizeY, near);
_frustrumPoints[3] = new Vector3(halfOrthoSizeX, halfOrthoSizeY, far);
_frustrumPoints[4] = new Vector3(-halfOrthoSizeX, -halfOrthoSizeY, near);
_frustrumPoints[5] = new Vector3(-halfOrthoSizeX, -halfOrthoSizeY, far);
_frustrumPoints[6] = new Vector3(halfOrthoSizeX, -halfOrthoSizeY, near);
_frustrumPoints[7] = new Vector3(halfOrthoSizeX, -halfOrthoSizeY, far);
}
}
public static Vector3[] ClipPolygonAgainstPlane(Vector3[] subjectPolygon, Plane[] planes)
{
int outCount = 0;
int inCount = 0;
Array.Copy(subjectPolygon, _outputList, subjectPolygon.Length);
outCount = subjectPolygon.Length;
foreach (Plane plane in planes)
{
Array.Copy(_outputList, _inputList, outCount);
inCount = outCount;
outCount = 0;
if(inCount == 0)
{
continue;
}
Vector3 S = _inputList[inCount - 1];
for(int i = 0; i < inCount; i++)
{
//Grab the edge
Vector3 E = _inputList[i];
bool dE = plane.GetSide(E);
bool dS = plane.GetSide(S);
if(dE)
{
if(!dS)
{
Vector3 output;
if(ComputeIntersection(S, E, plane, 0, out output))
{
_outputList[outCount++] = output;
}
else
{
}
}
_outputList[outCount++] = E;
}
else if(dS)
{
Vector3 output;
if(ComputeIntersection(S, E, plane, 0, out output))
{
_outputList[outCount++] = output;
}
else
{
_outputList[outCount++] = E;
}
}
S = E;
}
if(outCount == 0)
{
continue;
}
}
Vector3[] outArray = new Vector3[outCount];
Array.Copy(_outputList, outArray, outCount);
return outArray;
}
public static bool ComputeIntersection(Vector3 start, Vector3 end, Plane plane, float e, out Vector3 result)
{
Vector3 dir = start - end;
float r0 = Vector3.Dot(plane.normal, start) + plane.distance;
float r1 = Vector3.Dot(plane.normal, dir);
float u = r0 / r1;
if(Mathf.Abs(u) < e)
{
result = Vector3.zero; // Parrallel
}
else if((u > 0 && u < 1))
{
result = ((end - start) * u) + start;
return true;
}
else
{
result = Vector3.zero; // Parrallel
}
return false;
}
public static Vector4 Vector4Multiply(Vector4 right, Vector4 left)
{
return new Vector4(
right.x * left.x,
right.y * left.y,
right.z * left.z,
right.w * left.w);
}
public static Vector4 Vector4Frac(Vector4 vector)
{
return new Vector4(Frac(vector.x), Frac(vector.y), Frac(vector.z), Frac(vector.w));
}
public static float Frac(float value)
{
return value - Mathf.FloorToInt(value);
}
public static Color FloatToRGBA(float value)
{
Vector4 enc = new Vector4(1.0f, 255.0f, 65025.0f, 160581375.0f) * value;
enc = Vector4Frac(enc);
enc -= Vector4Multiply(new Vector4(enc.y, enc.z, enc.w, enc.w), new Vector4(1.0f / 255.0f, 1.0f / 255.0f, 1.0f / 255.0f, 0.0f));
return enc;
}
private static Vector3[] _cachedPoints = new Vector3[8];
private static Vector3[] _cachedScreenPoints = new Vector3[8];
private static Rect _cachedRect = new Rect();
public static Rect BoundsToRect(Bounds b, Camera camera)
{
_cachedPoints[0] = new Vector3( b.min.x, b.min.y, b.min.z );
_cachedPoints[1] = new Vector3( b.max.x, b.min.y, b.min.z );
_cachedPoints[2] = new Vector3( b.max.x, b.max.y, b.min.z );
_cachedPoints[3] = new Vector3( b.min.x, b.max.y, b.min.z );
_cachedPoints[4] = new Vector3( b.min.x, b.min.y, b.max.z );
_cachedPoints[5] = new Vector3( b.max.x, b.min.y, b.max.z );
_cachedPoints[6] = new Vector3( b.max.x, b.max.y, b.max.z );
_cachedPoints[7] = new Vector3( b.min.x, b.max.y, b.max.z );
var screenBounds = new Bounds();
for (var i = 0; i < 8; i++)
{
_cachedScreenPoints[i] = camera.WorldToScreenPoint(_cachedPoints[i]);
if(i == 0)
{
screenBounds = new Bounds(_cachedScreenPoints[0], Vector3.zero);
}
screenBounds.Encapsulate(_cachedScreenPoints[i]);
}
_cachedRect.xMin = screenBounds.min.x;
_cachedRect.yMin = screenBounds.min.y;
_cachedRect.xMax = screenBounds.max.x;
_cachedRect.yMax = screenBounds.max.y;
return _cachedRect;
}
}
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using UnityEngine;
using System.Collections;
/*
* VLight
* Copyright Brian Su 2011-2019
*/
namespace VLights
{
public static class VLightShaderUtil
{
public const string POST_SHADER_NAME = "Hidden/V-Light/Post";
public const string DEPTH_SHADER_NAME = "V-Light/Volumetric Light Depth";
public const string INTERLEAVED_SHADER_NAME = "V-Light/Volumetric Light Depth";
public const string DOWNSCALEDEPTH_SHADER_NAME = "Hidden/V-Light/Downscale Depth";
}
}
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/*
* VLight
* Copyright Brian Su 2011-2019
*/
using System;
using UnityEngine;
using UnityEngine.Rendering;
using VLights;
#if UNITY_EDITOR
using UnityEditor;
#endif
[ExecuteInEditMode]
[RequireComponent(typeof(Camera)), RequireComponent(typeof(MeshRenderer)), RequireComponent(typeof(MeshFilter))]
[HelpURL("http://vlights-system.blogspot.com.au/p/documentation_15.html")]
public partial class VLight : MonoBehaviour
{
const int GRADIENT_SIZE = 128;
public enum VolumeShape
{
Cube = 0,
Sphere = 1,
RoundedCube = 2,
Cylinder = 3,
}
public enum ShadowMode
{
None,
Realtime,
Baked
}
public enum LightTypes
{
Spot,
Point,
Area,
Orthographic
}
[HideInInspector]
public bool lockTransforms = false;
[HideInInspector]
[SerializeField]
public bool renderWireFrame = false;
[Space(20, order = 0)]
[Header("==== General light settings ====", order = 1)]
public LightTypes lightType;
public float lightMultiplier = 1;
public float spotExponent = 1;
public float constantAttenuation = 1;
public float linearAttenuation = 10;
public float quadraticAttenuation = 100;
public float aspect = 1;
[Header("- only be changed when not playing -")]
[Range(2, 200)]
public int slices = 30;
public Color colorTint = Color.white;
[Tooltip("- scrolling noise and volume texture -")]
public Vector3 noiseSpeed;
[SerializeField]
[Tooltip("- applies a dither pattern to reduce undersampling -")]
bool useDithering = false;
[SerializeField]
[Range(-200, 200)]
float ditherAmount = 0;
[SerializeField]
[Tooltip("- smooth intersection between geometry -")]
bool useSoftBlend = false;
[SerializeField]
[Tooltip("- control the falloff of the light using a curve -")]
bool useCurves;
[SerializeField]
[Header("- amount to shift noise when light moves -")]
float worldScrollAmount = 0;
[Space(20, order = 0)]
[Header("==== Shadow settings ====", order = 1)]
public ShadowMode shadowMode;
[Range(8, 2048)]
[SerializeField]
[Tooltip("- This must be a power of 2 -")]
int shadowMapRes = 256;
[SerializeField]
int shadowBlurPasses = 0;
[SerializeField]
float shadowBlurSize = 0;
[SerializeField]
[Header("- for special objects like speed tree -")]
bool renderFullShadows = false;
[SerializeField]
[Header("- enable if shadow artifacts occur -")]
private bool _renderShadowMapInUpdate = false;
[Space(20, order = 0)]
[Header("==== Spot/Orthographic light settings ====", order = 1)]
public float spotRange = 1;
public float spotNear = 0.1f;
public float spotAngle = 45;
public float orthoSize = 0.5f;
[SerializeField]
Texture spotEmission;
[SerializeField]
Texture spotNoise;
[SerializeField]
Texture spotShadow;
[Space(20, order = 0)]
[Header("==== Point light settings ====", order = 1)]
public float pointLightRadius = 1;
[SerializeField]
Cubemap pointEmission;
[SerializeField]
Cubemap pointNoise;
[SerializeField]
Texture pointShadow;
[Space(20, order = 0)]
[Header("==== Area volume settings ====", order = 1)]
[SerializeField]
Texture3D areaVolume;
[SerializeField]
VolumeShape volumeShape = VolumeShape.Cube;
[SerializeField]
[Range(0, 1)]
float shapeValue = 0;
[SerializeField]
Vector3 volumeTextureOffset = Vector3.zero;
[SerializeField]
float volumeTextureScale = 0.5f;
[SerializeField]
[Header("- only changed when not playing -")]
Gradient lightGradient = new Gradient()
{
alphaKeys = new GradientAlphaKey[] { new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 1) },
colorKeys = new GradientColorKey[] { new GradientColorKey(Color.white, 0), new GradientColorKey(Color.black, 1) }
};
[SerializeField]
AnimationCurve fallOffCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
[SerializeField]
private Vector3 _boundsCentreOffset = Vector3.zero;
[SerializeField]
[HideInInspector]
Texture2D _fallOffTexture;
[SerializeField]
[HideInInspector]
Material spotMaterial;
[SerializeField]
[HideInInspector]
Material pointMaterial;
[SerializeField]
[HideInInspector]
Material areaMaterial;
[SerializeField]
[HideInInspector]
Material orthoMaterial;
[SerializeField]
[HideInInspector]
Shader renderDepthShader;
[HideInInspector]
[SerializeField]
Mesh meshContainer;
int _idColorTint = 0;
int _idLightMultiplier = 0;
int _idSpotExponent = 0;
int _idConstantAttenuation = 0;
int _idLinearAttenuation = 0;
int _idQuadraticAttenuation = 0;
int _idLightParams = 0;
int _idMinBounds = 0;
int _idMaxBounds = 0;
int _idViewWorldLight = 0;
int _idRotation = 0;
int _idLocalRotation = 0;
int _idProjection = 0;
int _idNoiseOffset = 0;
int _idJitterAmount = 0;
int _idFallOffTex = 0;
int _idDitherTex = 0;
int _idVolumeParams = 0;
int _idVolumeOffset = 0;
LightTypes _prevLightType;
ShadowMode _prevShadowMode;
bool _prevRenderFullShadows;
int _prevSlices;
bool _frustrumSwitch;
bool _prevIsOrtho;
float _prevNear;
float _prevFar;
float _prevFov;
float _prevOrthoSize;
float _prevPointLightRadius;
float _prevOrtho;
float _prevOrthoAspect;
Vector3 _prevBoundsCentreOffset = Vector3.zero;
Matrix4x4 _worldToCamera;
Matrix4x4 _projectionMatrixCached;
Matrix4x4 _viewWorldToCameraMatrixCached;
Matrix4x4 _viewCameraToWorldMatrixCached;
Matrix4x4 _localToWorldMatrix;
Matrix4x4 _rotation;
Matrix4x4 _localRotation;
Matrix4x4 _viewWorldLight;
Vector3[] _frustrumPoints;
Vector3 _angle = Vector3.zero;
Vector3 _minBounds, _maxBounds;
bool _cameraHasBeenUpdated = false;
MeshFilter _meshFilter;
RenderTexture _depthTexture;
const int VERT_COUNT = 65000;
const int TRI_COUNT = VERT_COUNT * 3;
const System.StringComparison STR_CMP_TYPE = System.StringComparison.OrdinalIgnoreCase;
bool _builtMesh = false;
int _maxSlices;
Material _postMaterial;
public Vector3 MinBounds
{
get { return _minBounds; }
}
public Vector3 MaxBounds
{
get { return _maxBounds; }
}
Material LightMaterial
{
get
{
if (MeshRender.sharedMaterial == null)
{
CreateMaterials();
}
return MeshRender.sharedMaterial;
}
}
Material PostMaterial
{
get
{
if (_postMaterial == null)
{
_postMaterial = new Material(Shader.Find("Hidden/V-Light/Post"));
_postMaterial.hideFlags = HideFlags.HideAndDontSave;
}
return _postMaterial;
}
}
int MaxSlices
{
get { return _maxSlices; }
set { _maxSlices = value; }
}
static Cubemap _emptyCubemap;
static Cubemap EmptyCubemap
{
get
{
if (_emptyCubemap == null)
{
_emptyCubemap = new Cubemap(1, TextureFormat.ARGB32, false);
_emptyCubemap.hideFlags = HideFlags.DontSave;
_emptyCubemap.SetPixel(CubemapFace.NegativeX, 0, 0, Color.gray);
_emptyCubemap.SetPixel(CubemapFace.NegativeY, 0, 0, Color.gray);
_emptyCubemap.SetPixel(CubemapFace.NegativeZ, 0, 0, Color.gray);
_emptyCubemap.SetPixel(CubemapFace.PositiveX, 0, 0, Color.gray);
_emptyCubemap.SetPixel(CubemapFace.PositiveY, 0, 0, Color.gray);
_emptyCubemap.SetPixel(CubemapFace.PositiveZ, 0, 0, Color.gray);
_emptyCubemap.Apply();
}
return _emptyCubemap;
}
}
static Texture3D _emptyTexture3D;
static Texture3D EmptyTexture3D
{
get
{
if (_emptyTexture3D == null)
{
_emptyTexture3D = new Texture3D(1, 1, 1, TextureFormat.ARGB32, false);
_emptyTexture3D.SetPixels32(new Color32[] { new Color32(128, 128, 128, 128) });
_emptyTexture3D.hideFlags = HideFlags.DontSave;
_emptyTexture3D.Apply();
}
return _emptyTexture3D;
}
}
static Texture2D _emptyTexture2D;
static Texture2D EmptyTexture2D
{
get
{
if (_emptyTexture2D == null)
{
_emptyTexture2D = new Texture2D(1, 1, TextureFormat.ARGB32, false);
_emptyTexture2D.SetPixels32(new Color32[] { new Color32(128, 128, 128, 128) });
_emptyTexture2D.hideFlags = HideFlags.DontSave;
_emptyTexture2D.Apply();
}
return _emptyTexture2D;
}
}
static Texture2D _ditherTexture;
static Texture2D DitherTexture
{
get
{
if (_ditherTexture == null)
{
_ditherTexture = new Texture2D(8, 8, TextureFormat.ARGB32, false, true);
_ditherTexture.wrapMode = TextureWrapMode.Repeat;
_ditherTexture.hideFlags = HideFlags.DontSave;
var bayer = new float[64] {
0, 32, 8, 40, 2, 34, 10, 42, /* 8x8 Bayer ordered dithering */
48, 16, 56, 24, 50, 18, 58, 26, /* pattern. Each input pixel */
12, 44, 4, 36, 14, 46, 6, 38, /* is scaled to the 0..63 range */
60, 28, 52, 20, 62, 30, 54, 22, /* before looking in this table */
3, 35, 11, 43, 1, 33, 9, 41, /* to determine the action. */
51, 19, 59, 27, 49, 17, 57, 25,
15, 47, 7, 39, 13, 45, 5, 37,
63, 31, 55, 23, 61, 29, 53, 21 };
var color = new Color[64];
for (int i = 0; i < bayer.Length; i++)
{
color[i] = new Color(bayer[i] / 64.0f, bayer[i] / 64.0f, bayer[i] / 64.0f, 1);
}
_ditherTexture.SetPixels(color);
_ditherTexture.Apply();
}
return _ditherTexture;
}
}
Texture2D FallOffTexture
{
get
{
if (_fallOffTexture == null)
{
_fallOffTexture = new Texture2D(GRADIENT_SIZE, 1);
_fallOffTexture.wrapMode = TextureWrapMode.Clamp;
_fallOffTexture.hideFlags = HideFlags.DontSave;
UpdateFalloffCurve();
}
return _fallOffTexture;
}
}
public Shader RenderDepthShader
{
get
{
if (renderDepthShader == null)
{
renderDepthShader = Shader.Find(VLightShaderUtil.DEPTH_SHADER_NAME);
}
return renderDepthShader;
}
}
MaterialPropertyBlock _propertyBlock;
public MaterialPropertyBlock PropertyBlock
{
get
{
if (_propertyBlock == null)
{
_propertyBlock = new MaterialPropertyBlock();
}
return _propertyBlock;
}
}
Renderer _renderer;
public Renderer MeshRender
{
get
{
if (_renderer == null)
{
_renderer = GetComponent<Renderer>();
}
return _renderer;
}
}
Camera _camera;
public Camera cam
{
get
{
if (_camera == null)
{
_camera = GetComponent<Camera>();
}
return _camera;
}
}
Transform _cachedTransform;
Transform CachedTransform
{
get
{
if (_cachedTransform == null)
{
_cachedTransform = transform;
}
return _cachedTransform;
}
}
void OnEnable()
{
#if DEBUG_MODE
Debug.Log("Enable V-light");
#endif
_maxSlices = slices;
int layer = LayerMask.NameToLayer(VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME);
if (layer != -1)
{
gameObject.layer = layer;
}
cam.enabled = false;
cam.cullingMask &= ~(1 << gameObject.layer);
VLightInterleavedSampling.lightsModified = true;
_queueRenderShadowMap = true;
}
void OnDisable()
{
VLightInterleavedSampling.lightsModified = true;
}
void OnApplicationQuit()
{
#if DEBUG_MODE
Debug.Log("App Quit V-light");
#endif
}
void OnDestroy()
{
#if DEBUG_MODE
Debug.Log("Destroy V-light");
#endif
CleanMaterials();
SafeDestroy(meshContainer, true);
SafeDestroy(_depthTexture, true);
SafeDestroy(_fallOffTexture, true);
SafeDestroy(_ditherTexture, true);
SafeDestroy(_emptyTexture2D, true);
SafeDestroy(_emptyTexture3D, true);
SafeDestroy(_emptyCubemap, true);
}
void Start()
{
#if DEBUG_MODE
Debug.Log("Start V-light");
#endif
CreateMaterials();
// Force build so we get a onwillrender
UpdateLightMatrices();
BuildMesh(false, slices, Vector3.one, Vector3.one);
#if UNITY_EDITOR
EditorUtility.SetSelectedRenderState(MeshRender, renderWireFrame ? EditorSelectedRenderState.Wireframe : EditorSelectedRenderState.Hidden);
#endif
}
void Reset()
{
#if DEBUG_MODE
Debug.Log("Reset V-light");
#endif
CleanMaterials();
SafeDestroy(_emptyTexture2D);
SafeDestroy(_emptyTexture3D);
SafeDestroy(_emptyCubemap);
SafeDestroy(_depthTexture);
SafeDestroy(_fallOffTexture);
SafeDestroy(_ditherTexture);
SafeDestroy(meshContainer);
}
void CreateMaterials()
{
_idColorTint = Shader.PropertyToID("_Color");
_idLightMultiplier = Shader.PropertyToID("_Strength");
_idSpotExponent = Shader.PropertyToID("_SpotExp");
_idConstantAttenuation = Shader.PropertyToID("_ConstantAttn");
_idLinearAttenuation = Shader.PropertyToID("_LinearAttn");
_idQuadraticAttenuation = Shader.PropertyToID("_QuadAttn");
_idLightParams = Shader.PropertyToID("_LightParams");
_idMinBounds = Shader.PropertyToID("_minBounds");
_idMaxBounds = Shader.PropertyToID("_maxBounds");
_idViewWorldLight = Shader.PropertyToID("_ViewWorldLight");
_idLocalRotation = Shader.PropertyToID("_LocalRotation");
_idRotation = Shader.PropertyToID("_Rotation");
_idProjection = Shader.PropertyToID("_Projection");
_idNoiseOffset = Shader.PropertyToID("_NoiseOffset");
_idJitterAmount = Shader.PropertyToID("_JitterAmount");
_idDitherTex = Shader.PropertyToID("_DitherTex");
_idFallOffTex = Shader.PropertyToID("_FallOffTex");
_idVolumeOffset = Shader.PropertyToID("_VolumeOffset");
_idVolumeParams = Shader.PropertyToID("_VolumeParams");
var mat = MeshRender.sharedMaterial;
if (mat != null)
{
#if UNITY_EDITOR
if (mat.shader.name == "V-Light/Spot" || mat.shader.name == "V-Light/Point")
{
colorTint = mat.GetColor("_Color");
spotExponent = mat.GetFloat("_SpotExp");
constantAttenuation = mat.GetFloat("_ConstantAttn");
linearAttenuation = mat.GetFloat("_LinearAttn");
quadraticAttenuation = mat.GetFloat("_QuadAttn");
}
#endif
SafeDestroy(MeshRender.sharedMaterial);
}
if (pointMaterial == null)
{
pointMaterial = new Material(Shader.Find("V-Light/Point Light 2"));
pointMaterial.hideFlags = HideFlags.DontSave;
}
if (spotMaterial == null)
{
spotMaterial = new Material(Shader.Find("V-Light/Spot Light 2"));
spotMaterial.hideFlags = HideFlags.DontSave;
}
if (areaMaterial == null)
{
areaMaterial = new Material(Shader.Find("V-Light/Area"));
areaMaterial.hideFlags = HideFlags.DontSave;
}
if (orthoMaterial == null)
{
orthoMaterial = new Material(Shader.Find("V-Light/Orthographic"));
orthoMaterial.hideFlags = HideFlags.DontSave;
}
switch (lightType)
{
case LightTypes.Spot:
MeshRender.sharedMaterial = Instantiate(spotMaterial) as Material;
break;
case LightTypes.Point:
MeshRender.sharedMaterial = Instantiate(pointMaterial) as Material;
break;
case LightTypes.Area:
MeshRender.sharedMaterial = Instantiate(areaMaterial) as Material;
break;
case LightTypes.Orthographic:
MeshRender.sharedMaterial = Instantiate(orthoMaterial) as Material;
break;
}
MeshRender.sharedMaterial.hideFlags = HideFlags.DontSave;
}
void CleanMaterials()
{
SafeDestroy(meshContainer);
SafeDestroy(MeshRender.sharedMaterial);
meshContainer = null;
}
void OnDrawGizmosSelected()
{
Gizmos.DrawWireSphere(MeshRender.bounds.center, 0.05f);
if (_frustrumPoints == null)
{
return;
}
Gizmos.color = new Color(0, 1, 0, 0.2f);
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[0]), CachedTransform.TransformPoint(_frustrumPoints[1]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[2]), CachedTransform.TransformPoint(_frustrumPoints[3]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[4]), CachedTransform.TransformPoint(_frustrumPoints[5]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[6]), CachedTransform.TransformPoint(_frustrumPoints[7]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[1]), CachedTransform.TransformPoint(_frustrumPoints[3]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[3]), CachedTransform.TransformPoint(_frustrumPoints[7]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[7]), CachedTransform.TransformPoint(_frustrumPoints[5]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[5]), CachedTransform.TransformPoint(_frustrumPoints[1]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[0]), CachedTransform.TransformPoint(_frustrumPoints[2]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[2]), CachedTransform.TransformPoint(_frustrumPoints[6]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[6]), CachedTransform.TransformPoint(_frustrumPoints[4]));
Gizmos.DrawLine(CachedTransform.TransformPoint(_frustrumPoints[4]), CachedTransform.TransformPoint(_frustrumPoints[0]));
}
[HideInInspector]
Vector3[] _pointsViewSpace = new Vector3[8]; // cached these values
void CalculateMinMax(out Vector3 min, out Vector3 max, bool forceFrustrumUpdate)
{
if (_frustrumPoints == null || forceFrustrumUpdate)
{
if(lightType == LightTypes.Point || lightType == LightTypes.Area)
{
VLightGeometryUtil.RecalculateFrustrumPoints(cam.orthographic, pointLightRadius, spotAngle, -pointLightRadius, pointLightRadius, aspect, out _frustrumPoints);
}
else
{
VLightGeometryUtil.RecalculateFrustrumPoints(cam.orthographic, orthoSize, spotAngle, Mathf.Max(0.01f, spotNear), spotRange, aspect, out _frustrumPoints);
}
}
Vector3 vecMinBounds = new Vector3(Mathf.NegativeInfinity, Mathf.NegativeInfinity, Mathf.NegativeInfinity);
Vector3 vecMaxBounds = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
Matrix4x4 minMaxMatrix = _viewWorldToCameraMatrixCached * _localToWorldMatrix;
for (int i = 0; i < _frustrumPoints.Length; i++)
{
_pointsViewSpace[i] = minMaxMatrix.MultiplyPoint3x4(_frustrumPoints[i]);
vecMinBounds.x = (vecMinBounds.x > _pointsViewSpace[i].x) ? vecMinBounds.x : _pointsViewSpace[i].x;
vecMinBounds.y = (vecMinBounds.y > _pointsViewSpace[i].y) ? vecMinBounds.y : _pointsViewSpace[i].y;
vecMinBounds.z = (vecMinBounds.z > _pointsViewSpace[i].z) ? vecMinBounds.z : _pointsViewSpace[i].z;
vecMaxBounds.x = (vecMaxBounds.x <= _pointsViewSpace[i].x) ? vecMaxBounds.x : _pointsViewSpace[i].x;
vecMaxBounds.y = (vecMaxBounds.y <= _pointsViewSpace[i].y) ? vecMaxBounds.y : _pointsViewSpace[i].y;
vecMaxBounds.z = (vecMaxBounds.z <= _pointsViewSpace[i].z) ? vecMaxBounds.z : _pointsViewSpace[i].z;
}
min = vecMinBounds;
max = vecMaxBounds;
}
Matrix4x4 CalculateProjectionMatrix()
{
float fov = cam.fieldOfView;
float near = cam.nearClipPlane;
float far = cam.farClipPlane;
fov = spotAngle;
near = Mathf.Max(0.01f, spotNear);
far = spotRange;
cam.farClipPlane = far;
if(lightType == LightTypes.Point || lightType == LightTypes.Area)
{
near = -pointLightRadius;
far = pointLightRadius;
}
Matrix4x4 projectionMatrix;
if (!cam.orthographic)
{
projectionMatrix = Matrix4x4.Perspective(fov, aspect, near, far);
}
else
{
float halfOrtho = orthoSize;
projectionMatrix = Matrix4x4.Ortho(
-halfOrtho * aspect,
halfOrtho * aspect,
-halfOrtho,
halfOrtho,
near, far);
}
return projectionMatrix;
}
// [SerializeField]
// private AnimationCurve _planeDistribution = AnimationCurve.Linear(0, 0, 1, 1);
void BuildMesh(bool manualPositioning, int planeCount, Vector3 minBounds, Vector3 maxBounds)
{
if (meshContainer == null || meshContainer.name.IndexOf(GetInstanceID().ToString(), System.StringComparison.OrdinalIgnoreCase) != 0)
{
#if DEBUG_MODE
Debug.Log("Creating new mesh container");
#endif
meshContainer = new Mesh();
meshContainer.MarkDynamic();
meshContainer.hideFlags = HideFlags.HideAndDontSave;
meshContainer.name = GetInstanceID().ToString();
}
if (_meshFilter == null)
{
_meshFilter = GetComponent<MeshFilter>();
}
Vector3[] vertBucket = new Vector3[VERT_COUNT];
int[] triBucket = new int[TRI_COUNT];
int vertBucketCount = 0;
int triBucketCount = 0;
float depthOffset = 1.0f / (float)(planeCount - 1);
float depth = (manualPositioning) ? 1f : 0f;
float xLeft = 0f;
float xRight = 1f;
float xBottom = 0f;
float xTop = 1f;
int vertOffset = 0;
for (int i = 0; i < planeCount; i++)
{
Vector3[] verts = new Vector3[4];
Vector3[] results;
if (manualPositioning)
{
Plane[] planes = GeometryUtility.CalculateFrustumPlanes(_projectionMatrixCached * cam.worldToCameraMatrix);
for (int j = 0; j < planes.Length; j++)
{
Vector3 centre = planes[j].normal * -planes[j].distance;
planes[j] = new Plane(_viewWorldToCameraMatrixCached.MultiplyVector(planes[j].normal), _viewWorldToCameraMatrixCached.MultiplyPoint3x4(centre));
}
verts[0] = CalculateTriLerp(new Vector3(xLeft, xBottom, depth), minBounds, maxBounds);
verts[1] = CalculateTriLerp(new Vector3(xLeft, xTop, depth), minBounds, maxBounds);
verts[2] = CalculateTriLerp(new Vector3(xRight, xTop, depth), minBounds, maxBounds);
verts[3] = CalculateTriLerp(new Vector3(xRight, xBottom, depth), minBounds, maxBounds);
results = VLightGeometryUtil.ClipPolygonAgainstPlane(verts, planes);
}
else
{
// var dp = _planeDistribution.Evaluate(depth);
var dp = depth;
verts[0] = new Vector3(xLeft, xBottom, dp);
verts[1] = new Vector3(xLeft, xTop, dp);
verts[2] = new Vector3(xRight, xTop, dp);
verts[3] = new Vector3(xRight, xBottom, dp);
results = verts;
}
depth += (manualPositioning) ? -depthOffset : depthOffset;
if (results.Length > 2)
{
Array.Copy(results, 0, vertBucket, vertBucketCount, results.Length);
vertBucketCount += results.Length;
int[] tris = new int[(results.Length - 2) * 3];
int vertOff = 0;
for (int j = 0; j < tris.Length; j += 3)
{
tris[j + 0] = vertOffset + 0;
tris[j + 1] = vertOffset + (vertOff + 1);
tris[j + 2] = vertOffset + (vertOff + 2);
vertOff++;
#if DEBUG_MODE
Color lightBlue = new Color(0, 0, 1, 0.05f);
Matrix4x4 cameraToWorld = _viewCameraToWorldMatrixCached;
Debug.DrawLine(cameraToWorld.MultiplyPoint(vertBucket[tris[j + 0]]), cameraToWorld.MultiplyPoint(vertBucket[tris[j + 1]]), lightBlue);
Debug.DrawLine(cameraToWorld.MultiplyPoint(vertBucket[tris[j + 1]]), cameraToWorld.MultiplyPoint(vertBucket[tris[j + 2]]), lightBlue);
Debug.DrawLine(cameraToWorld.MultiplyPoint(vertBucket[tris[j + 2]]), cameraToWorld.MultiplyPoint(vertBucket[tris[j + 0]]), lightBlue);
#endif
}
vertOffset += results.Length;
Array.Copy(tris, 0, triBucket, triBucketCount, tris.Length);
triBucketCount += tris.Length;
}
}
meshContainer.Clear();
Vector3[] newVerts = new Vector3[vertBucketCount];
Array.Copy(vertBucket, newVerts, vertBucketCount);
meshContainer.vertices = newVerts;
int[] newTris = new int[triBucketCount];
Array.Copy(triBucket, newTris, triBucketCount);
meshContainer.triangles = newTris;
meshContainer.normals = new Vector3[vertBucketCount];
meshContainer.uv = new Vector2[vertBucketCount];
Vector3 centrePT = Vector3.zero;
foreach (var vert in _frustrumPoints)
{
centrePT += vert;
}
centrePT /= _frustrumPoints.Length;
Bounds localBounds = new Bounds(centrePT, Vector3.zero);
foreach (var vert in _frustrumPoints)
{
localBounds.Encapsulate(vert);
}
_meshFilter.sharedMesh = meshContainer;
localBounds.center += _boundsCentreOffset;
_meshFilter.sharedMesh.bounds = localBounds;
}
Vector3 CalculateTriLerp(Vector3 vertex, Vector3 minBounds, Vector3 maxBounds)
{
Vector3 triLerp = new Vector3(1, 1, 1) - vertex;
Vector3 result =
new Vector3(minBounds.x * vertex.x, minBounds.y * vertex.y, maxBounds.z * vertex.z) +
new Vector3(maxBounds.x * triLerp.x, maxBounds.y * triLerp.y, minBounds.z * triLerp.z);
return result;
}
int _waterLayer = -1;
int WaterLayer
{
get
{
if (_waterLayer == -1)
{
_waterLayer = 1 << LayerMask.NameToLayer("Water");
}
return _waterLayer;
}
}
int _vlightLayer = -1;
int VLightLayer
{
get
{
if (_vlightLayer == -1)
{
_vlightLayer = 1 << LayerMask.NameToLayer(VLightManager.VOLUMETRIC_LIGHT_LAYER_NAME);
}
return _vlightLayer;
}
}
public void RenderShadowMap()
{
float far = cam.farClipPlane;
switch (shadowMode)
{
case ShadowMode.None:
cam.depthTextureMode = DepthTextureMode.None;
break;
case ShadowMode.Baked:
cam.depthTextureMode = DepthTextureMode.None;
break;
case ShadowMode.Realtime:
if (SystemInfo.supportsImageEffects)
{
cam.backgroundColor = Color.white;
cam.clearFlags = CameraClearFlags.SolidColor;
cam.renderingPath = RenderingPath.VertexLit;
//prevent any recursive rendering
cam.cullingMask &= ~(WaterLayer | VLightLayer);
cam.depthTextureMode = renderFullShadows ? DepthTextureMode.Depth : DepthTextureMode.None;
CreateDepthTexture(lightType);
if (RenderDepthShader != null)
{
switch (lightType)
{
case LightTypes.Spot:
case LightTypes.Orthographic:
cam.targetTexture = _depthTexture;
cam.projectionMatrix = CalculateProjectionMatrix();
if (renderFullShadows)
{
cam.Render();
Graphics.Blit(null, _depthTexture, PostMaterial, 6);
}
else
{
cam.RenderWithShader(RenderDepthShader, "RenderType");
}
if (shadowBlurPasses > 0)
{
//Blur the result
var pingPong = RenderTexture.GetTemporary(shadowMapRes, shadowMapRes, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
pingPong.DiscardContents();
PostMaterial.SetFloat("_BlurSize", shadowBlurSize);
for (int i = 0; i < shadowBlurPasses; i++)
{
Graphics.Blit(_depthTexture, pingPong, PostMaterial, 1);
_depthTexture.DiscardContents();
Graphics.Blit(pingPong, _depthTexture, PostMaterial, 2);
pingPong.DiscardContents();
}
RenderTexture.ReleaseTemporary(pingPong);
}
break;
case LightTypes.Point:
cam.projectionMatrix = Matrix4x4.Perspective(90, 1.0f, 0.1f, pointLightRadius);
cam.SetReplacementShader(RenderDepthShader, "RenderType");
cam.RenderToCubemap(_depthTexture, 63);
cam.ResetReplacementShader();
break;
default:
break;
}
}
else
{
Debug.LogWarning("Could not find depth shader. Cannot render shadows");
}
}
break;
}
}
RenderTexture GenerateShadowMap(int res)
{
#if UNITY_IPHONE || UNITY_ANDROID
return new RenderTexture(res, res, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
#else
return new RenderTexture(res, res, 16, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear);
#endif
}
void CreateDepthTexture(LightTypes type)
{
shadowMapRes = Mathf.NextPowerOfTwo(shadowMapRes);
if (_depthTexture == null || _depthTexture.width != shadowMapRes)
{
#if DEBUG_MODE
Debug.Log("Creating new depth texture");
#endif
if (_depthTexture != null)
{
SafeDestroy(_depthTexture);
}
_depthTexture = GenerateShadowMap(shadowMapRes);
_depthTexture.hideFlags = HideFlags.HideAndDontSave;
_depthTexture.isPowerOfTwo = true;
switch (type)
{
case LightTypes.Point:
_depthTexture.dimension = TextureDimension.Cube;
break;
}
}
else if (type == LightTypes.Point && (_depthTexture.dimension != TextureDimension.Cube) && _depthTexture.IsCreated())
{
#if DEBUG_MODE
Debug.Log("Swapping to cubemap depth texture");
#endif
SafeDestroy(_depthTexture);
_depthTexture = GenerateShadowMap(shadowMapRes);
_depthTexture.hideFlags = HideFlags.HideAndDontSave;
_depthTexture.isPowerOfTwo = true;
_depthTexture.dimension = TextureDimension.Cube;
}
else if ((type == LightTypes.Spot || type == LightTypes.Orthographic) && (_depthTexture.dimension == TextureDimension.Cube) && _depthTexture.IsCreated())
{
#if DEBUG_MODE
Debug.Log("Swapping to non cubemap depth texture");
#endif
SafeDestroy(_depthTexture);
_depthTexture = GenerateShadowMap(shadowMapRes);
_depthTexture.hideFlags = HideFlags.HideAndDontSave;
_depthTexture.isPowerOfTwo = true;
_depthTexture.dimension = TextureDimension.Tex2D;
}
}
#if DEBUG_MODE
bool _hasCalledUpdate = false;
#endif
private bool _queueRenderShadowMap = false;
public void OnWillRenderObject()
{
VLightInterleavedSampling.renderCount++;
if (!VLightInterleavedSampling.renderingInterleaved)
{
UpdateSettings();
UpdateViewMatrices(Camera.current);
UpdateLightMatrices();
if(!_renderShadowMapInUpdate)
{
RenderShadowMap();
}
_queueRenderShadowMap = true;
MeshRender.GetPropertyBlock(PropertyBlock);
SetShaderPropertiesBlock(PropertyBlock);
MeshRender.SetPropertyBlock(PropertyBlock);
}
if (useCurves)
{
if (Application.isEditor)
{
UpdateFalloffCurve();
}
}
}
void Update()
{
if (useCurves)
{
if (Application.isEditor)
{
UpdateFalloffCurve();
}
}
else
{
SafeDestroy(_fallOffTexture);
}
if (_queueRenderShadowMap)
{
_queueRenderShadowMap = false;
if(_renderShadowMapInUpdate)
{
RenderShadowMap();
}
}
UpdateSettings();
UpdateLightMatrices();
}
// fix for UFPS need to find something better
void FixedUpdate()
{
if (useCurves)
{
if (Application.isEditor)
{
UpdateFalloffCurve();
}
}
else
{
SafeDestroy(_fallOffTexture);
}
if (_queueRenderShadowMap)
{
_queueRenderShadowMap = false;
}
UpdateSettings();
UpdateLightMatrices();
}
void UpdateFalloffCurve()
{
var colors = new Color[GRADIENT_SIZE];
for (var i = 0; i < GRADIENT_SIZE; i++)
{
colors[i] = lightGradient.Evaluate(i / (float)GRADIENT_SIZE);
colors[i].a *= fallOffCurve.Evaluate(i / (float)GRADIENT_SIZE);
}
FallOffTexture.SetPixels(colors);
FallOffTexture.Apply();
}
bool CameraHasBeenUpdated()
{
bool hasBeenUpdated = false;
hasBeenUpdated |= _meshFilter == null || _meshFilter.sharedMesh == null;
hasBeenUpdated |= spotRange != _prevFar;
hasBeenUpdated |= spotNear != _prevNear;
hasBeenUpdated |= spotAngle != _prevFov;
hasBeenUpdated |= cam.orthographicSize != _prevOrthoSize;
hasBeenUpdated |= cam.orthographic != _prevIsOrtho;
hasBeenUpdated |= pointLightRadius != _prevPointLightRadius;
hasBeenUpdated |= orthoSize != _prevOrtho;
hasBeenUpdated |= aspect != _prevOrthoAspect;
hasBeenUpdated |= _prevSlices != slices;
hasBeenUpdated |= _prevShadowMode != shadowMode;
hasBeenUpdated |= _prevLightType != lightType;
hasBeenUpdated |= _prevRenderFullShadows != renderFullShadows;
if (!Application.isPlaying)
{
hasBeenUpdated |= _prevBoundsCentreOffset != _boundsCentreOffset;
}
return hasBeenUpdated;
}
void UpdateSettings()
{
_cameraHasBeenUpdated = CameraHasBeenUpdated();
if (_cameraHasBeenUpdated)
{
if (_prevLightType != lightType)
{
CreateMaterials();
}
pointLightRadius = Mathf.Max(0.001f, pointLightRadius);
orthoSize = Mathf.Max(0.001f, orthoSize);
cam.ResetProjectionMatrix();
cam.projectionMatrix = CalculateProjectionMatrix();
switch (lightType)
{
case LightTypes.Area:
case LightTypes.Point:
case LightTypes.Orthographic:
cam.orthographic = true;
break;
case LightTypes.Spot:
cam.orthographic = false;
break;
}
if (shadowMode == ShadowMode.None || shadowMode == ShadowMode.Baked)
{
if (_depthTexture != null)
{
SafeDestroy(_depthTexture);
}
}
}
_prevSlices = slices;
_prevFov = spotAngle;
_prevNear = Mathf.Max(0.01f, spotNear);
_prevFar = spotRange;
_prevIsOrtho = cam.orthographic;
_prevOrthoSize = orthoSize;
_prevShadowMode = shadowMode;
_prevLightType = lightType;
_prevPointLightRadius = pointLightRadius;
_prevRenderFullShadows = renderFullShadows;
_prevOrtho = orthoSize;
_prevOrthoAspect = aspect;
if (!Application.isPlaying)
{
_prevBoundsCentreOffset = _boundsCentreOffset;
}
}
void UpdateLightMatrices()
{
_localToWorldMatrix = CachedTransform.localToWorldMatrix;
_worldToCamera = cam.worldToCameraMatrix;
switch (lightType)
{
case LightTypes.Spot:
_rotation = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(_angle.x, _angle.y, _angle.z), Vector3.one);
break;
case LightTypes.Point:
var worldOffset = CachedTransform.position * 180.0f * worldScrollAmount;
_rotation = Matrix4x4.TRS(Vector3.zero, CachedTransform.rotation * Quaternion.Euler(_angle.x + worldOffset.x, _angle.y + worldOffset.y, _angle.z + worldOffset.z), Vector3.one);
break;
case LightTypes.Area:
_rotation = Matrix4x4.TRS(_angle, Quaternion.identity, Vector3.one);
break;
case LightTypes.Orthographic:
_rotation = Matrix4x4.TRS(_angle, Quaternion.identity, Vector3.one);
break;
}
_angle += noiseSpeed * Time.deltaTime;
RebuildMesh();
}
void UpdateViewMatrices(Camera targetCamera)
{
_viewWorldToCameraMatrixCached = targetCamera.worldToCameraMatrix;
_viewCameraToWorldMatrixCached = targetCamera.cameraToWorldMatrix;
switch (lightType)
{
case LightTypes.Spot:
_viewWorldLight = _worldToCamera * _viewCameraToWorldMatrixCached;
break;
case LightTypes.Point:
_localRotation = Matrix4x4.TRS(Vector3.zero, CachedTransform.rotation, Vector3.one);
_viewWorldLight = Matrix4x4.TRS(-CachedTransform.position, Quaternion.identity, Vector3.one) * _viewCameraToWorldMatrixCached;
break;
case LightTypes.Area:
case LightTypes.Orthographic:
_localRotation = Matrix4x4.TRS(Vector3.zero, CachedTransform.rotation, Vector3.one);
_viewWorldLight = _worldToCamera * _viewCameraToWorldMatrixCached;
break;
}
}
void RebuildMesh()
{
CalculateMinMax(out _minBounds, out _maxBounds, _cameraHasBeenUpdated);
// Build the mesh if we have modified the parameters
if (_cameraHasBeenUpdated)
{
_projectionMatrixCached = CalculateProjectionMatrix();
if (Application.isPlaying)
{
if (!_builtMesh)
{
_builtMesh = true;
BuildMesh(false, slices, _minBounds, _maxBounds);
}
}
else
{
BuildMesh(false, slices, _minBounds, _maxBounds);
}
}
}
void SetShaderPropertiesBlock(MaterialPropertyBlock propertyBlock)
{
propertyBlock.SetVector(_idNoiseOffset, _angle);
propertyBlock.SetVector(_idMinBounds, _minBounds);
propertyBlock.SetVector(_idMaxBounds, _maxBounds);
propertyBlock.SetMatrix(_idProjection, _projectionMatrixCached);
propertyBlock.SetMatrix(_idViewWorldLight, _viewWorldLight);
propertyBlock.SetMatrix(_idLocalRotation, _localRotation);
propertyBlock.SetMatrix(_idRotation, _rotation);
propertyBlock.SetColor(_idColorTint, colorTint);
propertyBlock.SetFloat(_idLightMultiplier, lightMultiplier);
propertyBlock.SetVector("_WorldPos", (CachedTransform.position + CachedTransform.forward) * worldScrollAmount);
var lightMaterial = LightMaterial;
if (useSoftBlend)
{
lightMaterial.EnableKeyword("_SOFTBLEND_ON");
}
else
{
lightMaterial.DisableKeyword("_SOFTBLEND_ON");
}
if (useDithering)
{
propertyBlock.SetFloat(_idJitterAmount, ditherAmount);
propertyBlock.SetTexture(_idDitherTex, DitherTexture);
lightMaterial.EnableKeyword("_DITHER_ON");
}
else
{
lightMaterial.DisableKeyword("_DITHER_ON");
}
if (useCurves)
{
propertyBlock.SetTexture(_idFallOffTex, FallOffTexture);
lightMaterial.EnableKeyword("_CURVE_ON");
}
else
{
lightMaterial.DisableKeyword("_CURVE_ON");
}
switch (lightType)
{
case LightTypes.Point:
case LightTypes.Spot:
case LightTypes.Orthographic:
propertyBlock.SetFloat(_idSpotExponent, spotExponent);
propertyBlock.SetFloat(_idConstantAttenuation, constantAttenuation);
propertyBlock.SetFloat(_idLinearAttenuation, linearAttenuation);
propertyBlock.SetFloat(_idQuadraticAttenuation, quadraticAttenuation);
break;
case LightTypes.Area:
Vector4 p = volumeTextureOffset;
p.w = volumeTextureScale;
propertyBlock.SetVector(_idVolumeOffset, p);
propertyBlock.SetFloat(_idVolumeParams, shapeValue);
switch (volumeShape)
{
case VolumeShape.Cube:
lightMaterial.EnableKeyword("_SHAPE_CUBE");
lightMaterial.DisableKeyword("_SHAPE_SPHERE");
lightMaterial.DisableKeyword("_SHAPE_ROUNDED_CUBE");
lightMaterial.DisableKeyword("_SHAPE_CYLINDER");
break;
case VolumeShape.Sphere:
lightMaterial.EnableKeyword("_SHAPE_SPHERE");
lightMaterial.DisableKeyword("_SHAPE_CUBE");
lightMaterial.DisableKeyword("_SHAPE_ROUNDED_CUBE");
lightMaterial.DisableKeyword("_SHAPE_CYLINDER");
break;
case VolumeShape.RoundedCube:
lightMaterial.EnableKeyword("_SHAPE_ROUNDED_CUBE");
lightMaterial.DisableKeyword("_SHAPE_CUBE");
lightMaterial.DisableKeyword("_SHAPE_SPHERE");
lightMaterial.DisableKeyword("_SHAPE_CYLINDER");
break;
case VolumeShape.Cylinder:
lightMaterial.EnableKeyword("_SHAPE_CYLINDER");
lightMaterial.DisableKeyword("_SHAPE_CUBE");
lightMaterial.DisableKeyword("_SHAPE_SPHERE");
lightMaterial.DisableKeyword("_SHAPE_ROUNDED_CUBE");
break;
}
break;
}
switch (lightType)
{
case LightTypes.Area:
propertyBlock.SetTexture("_MainTex", areaVolume != null ? areaVolume : EmptyTexture3D);
break;
case LightTypes.Point:
propertyBlock.SetTexture("_LightColorEmission", pointEmission != null ? pointEmission : EmptyCubemap);
propertyBlock.SetTexture("_NoiseTex", pointNoise != null ? pointNoise : EmptyCubemap);
propertyBlock.SetTexture("_ShadowTexture", pointShadow != null ? pointShadow : EmptyCubemap);
break;
case LightTypes.Spot:
case LightTypes.Orthographic:
propertyBlock.SetTexture("_LightColorEmission", spotEmission != null ? spotEmission : EmptyTexture2D);
propertyBlock.SetTexture("_NoiseTex", spotNoise != null ? spotNoise : EmptyTexture2D);
propertyBlock.SetTexture("_ShadowTexture", spotShadow != null ? spotShadow : EmptyTexture2D);
break;
}
var shouldUseCustomShadowMap = false;
cam.targetTexture = null;
switch (shadowMode)
{
case ShadowMode.Realtime:
if (_depthTexture == null)
{
CreateDepthTexture(lightType);
}
propertyBlock.SetTexture("_ShadowTexture", _depthTexture);
lightMaterial.EnableKeyword("_SHADOW_ON");
shouldUseCustomShadowMap = renderFullShadows;
break;
case ShadowMode.Baked:
lightMaterial.EnableKeyword("_SHADOW_ON");
shouldUseCustomShadowMap = false;
break;
case ShadowMode.None:
lightMaterial.DisableKeyword("_SHADOW_ON");
shouldUseCustomShadowMap = false;
break;
}
if (shouldUseCustomShadowMap)
{
lightMaterial.EnableKeyword("_SHADOW_EXP");
}
else
{
lightMaterial.DisableKeyword("_SHADOW_EXP");
}
float far = cam.farClipPlane;
float near = cam.nearClipPlane;
float fov = cam.fieldOfView;
far = spotRange;
near = Mathf.Max(0.01f, spotNear);
fov = spotAngle;
cam.farClipPlane = far;
if (lightType == LightTypes.Point || lightType == LightTypes.Area)
{
near = -pointLightRadius;
far = pointLightRadius;
}
switch ((lightType))
{
case LightTypes.Point:
case LightTypes.Area:
propertyBlock.SetVector(_idLightParams, new Vector4(near, far, aspect, pointLightRadius));
break;
case LightTypes.Orthographic:
propertyBlock.SetVector(_idLightParams, new Vector4(near, far, aspect, orthoSize));
break;
default:
propertyBlock.SetVector(_idLightParams, new Vector4(near, far, aspect, fov * 0.5f * Mathf.Deg2Rad));
break;
}
}
void SafeDestroy(UnityEngine.Object obj, bool forceImmediate = false)
{
if (obj != null)
{
if (Application.isPlaying && !forceImmediate)
{
Destroy(obj);
}
else
{
DestroyImmediate(obj, true);
}
}
obj = null;
}
}
fileFormatVersion: 2
guid: b1e5529f2795e6344b38c49382e29006
labels:
- light
- volumetric
- shadow
- realtime
- effect
- fx
- volume
- lighting
timeCreated: 1463140884
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences:
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- spotNoise: {instanceID: 0}
- spotShadow: {instanceID: 0}
- pointEmission: {instanceID: 0}
- pointNoise: {instanceID: 0}
- pointShadow: {instanceID: 0}
- areaVolume: {instanceID: 0}
- _fallOffTexture: {instanceID: 0}
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- pointMaterial: {fileID: 2100000, guid: dd36a29b2d153244ba3d06d8217c876c, type: 2}
- areaMaterial: {fileID: 2100000, guid: 3d9186b180a5843f8810c59a305735cf, type: 2}
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userData:
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assetBundleVariant:
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public partial class VLight : MonoBehaviour
{
#if UNITY_EDITOR
Texture CreateBakedShadowTexture(LightTypes type)
{
switch(type)
{
case LightTypes.Point:
return new Cubemap(shadowMapRes, TextureFormat.ARGB32, false);
case LightTypes.Spot:
case LightTypes.Orthographic:
return new Texture2D(shadowMapRes, shadowMapRes, TextureFormat.ARGB32, false, true);
}
return null;
}
public void RenderBakedShadowMap()
{
float far = cam.farClipPlane;
if(lightType == LightTypes.Area || lightType == LightTypes.Point)
{
far = pointLightRadius;
}
else
{
far = spotRange;
}
if(SystemInfo.supportsImageEffects)
{
cam.backgroundColor = Color.red;
cam.clearFlags = CameraClearFlags.SolidColor;
cam.depthTextureMode = DepthTextureMode.None;
cam.renderingPath = RenderingPath.VertexLit;
var bakedShadowMap = CreateBakedShadowTexture(lightType);
if(RenderDepthShader != null)
{
switch(lightType)
{
case LightTypes.Spot:
case LightTypes.Orthographic:
var tempShadowMap = RenderTexture.GetTemporary(shadowMapRes, shadowMapRes, 1, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
cam.targetTexture = tempShadowMap;
cam.projectionMatrix = CalculateProjectionMatrix();
cam.RenderWithShader(RenderDepthShader, "RenderType");
//Blur the result
var pingPong = RenderTexture.GetTemporary(shadowMapRes, shadowMapRes, 0);
pingPong.DiscardContents();
PostMaterial.SetFloat("_BlurSize", shadowBlurSize);
for(int i = 0; i < shadowBlurPasses; i++)
{
Graphics.Blit(tempShadowMap, pingPong, PostMaterial, 1);
tempShadowMap.DiscardContents();
Graphics.Blit(pingPong, tempShadowMap, PostMaterial, 2);
pingPong.DiscardContents();
}
RenderTexture.active = tempShadowMap;
var tex = bakedShadowMap as Texture2D;
tex.ReadPixels(new Rect(0, 0, shadowMapRes, shadowMapRes), 0, 0);
tex.Apply();
spotShadow = tex;
RenderTexture.active = null;
RenderTexture.ReleaseTemporary(tempShadowMap);
RenderTexture.ReleaseTemporary(pingPong);
break;
case LightTypes.Point:
cam.projectionMatrix = Matrix4x4.Perspective(90, 1.0f, 0.1f, far);
cam.SetReplacementShader(RenderDepthShader, "RenderType");
cam.RenderToCubemap(bakedShadowMap as Cubemap, 63);
cam.ResetReplacementShader();
pointShadow = bakedShadowMap;
break;
default:
break;
}
AssetDatabase.CreateAsset(bakedShadowMap, "Assets/" + name + "-shadowmap-" + System.DateTime.Now.ToString("HH-MM-ss") + ".asset");
SafeDestroy(_depthTexture);
shadowMode = ShadowMode.Baked;
}
else
{
Debug.LogWarning("Could not find depth shader. Cannot render shadows");
}
}
}
#endif
}
fileFormatVersion: 2
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/*
* VLight
* Copyright Brian Su 2011-2015
*/
[ExecuteInEditMode]
public class VLightManager : MonoBehaviour
{
public const string VOLUMETRIC_LIGHT_LAYER_NAME = "vlight";
//Optional camere to use instead of Camera.main
public Camera targetCamera;
public float maxDistance = 50;
//public AnimationCurve lodFallOff = AnimationCurve.Linear(0, 1, 1, 0);
private static VLightManager _instance;
public static VLightManager Instance
{
get
{
if(_instance == null)
{
_instance = GameObject.FindObjectOfType(typeof(VLightManager)) as VLightManager;
if(_instance == null)
{
GameObject goManager = new GameObject("Volume Light Manager");
_instance = goManager.AddComponent<VLightManager>();
}
}
return _instance;
}
}
private Matrix4x4 _projection;
public Matrix4x4 ViewProjection
{
get { return _projection; }
}
private Matrix4x4 _cameraToWorld;
public Matrix4x4 ViewCameraToWorldMatrix
{
get { return _cameraToWorld; }
}
private Matrix4x4 _worldToCamera;
public Matrix4x4 ViewWorldToCameraMatrix
{
get { return _worldToCamera; }
}
private List<VLight> _vLights = new List<VLight>();
public List<VLight> VLights
{
get { return _vLights; }
set { _vLights = value; }
}
public void UpdateViewCamera(Camera viewCam)
{
if(viewCam == null)
{
return;
}
_cameraToWorld = viewCam.cameraToWorldMatrix;
_worldToCamera = viewCam.worldToCameraMatrix;
_projection = viewCam.projectionMatrix;
}
private void Update()
{
if(Application.isPlaying)
{
Camera cam;
if(Camera.current != null)
{
cam = Camera.current;
}
else if(targetCamera != null)
{
cam = targetCamera;
}
else
{
cam = Camera.main;
}
if(cam == null)
{
return;
}
//// Flush out and lights deleted while running
//_vLights = _vLights.FindAll((vLight)=> vLight != null);
//Vector3 camPos = cam.transform.position;
//foreach (var vLight in _vLights)
//{
// if (vLight.dynamicLevelOfDetail)
// {
// float distance = Vector3.Distance(vLight.transform.position, camPos);
// float value = lodFallOff.Evaluate(1 - Mathf.Clamp(maxDistance / distance, 0, 1));
// vLight.slices = (int)Mathf.Lerp(vLight.minSlices, vLight.MaxSlices, Mathf.Clamp(value, 0, 1));
// }
//}
}
}
private void Start()
{
_vLights.Clear();
VLight[] vLights = GameObject.FindObjectsOfType(typeof(VLight)) as VLight[];
_vLights.AddRange(vLights);
}
private void Enabled()
{
_vLights.Clear();
VLight[] vLights = GameObject.FindObjectsOfType(typeof(VLight)) as VLight[];
_vLights.AddRange(vLights);
}
}
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folderAsset: yes
DefaultImporter:
userData:
Shader "Hidden/Camera-DepthNormalTexture" {
Properties {
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
};
v2f vert( appdata_base v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_full v ) {
v2f o;
TreeVertBark(v);
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert( appdata_full v ) {
v2f o;
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float4 nz : TEXCOORD0;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
};
v2f vert( appdata v ) {
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos( v.vertex );
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert( appdata v ) {
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
};
v2f vert( appdata v ) {
v2f o;
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = v.texcoord.xy;
o.nz.xyz = -COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert (appdata_tree_billboard v) {
v2f o;
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos (v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
o.nz.xyz = float3(0,0,1);
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert (appdata_full v) {
v2f o;
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord.xy;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
float4 nz : TEXCOORD1;
};
v2f vert (appdata_full v) {
v2f o;
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
o.nz.xyz = COMPUTE_VIEW_NORMAL;
o.nz.w = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
Fallback Off
}
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guid: 5f127101415834ce8b39ca982cc4532c
timeCreated: 1453112856
licenseType: Store
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userData:
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assetBundleVariant:
Shader "Hidden/V-Light/Downscale Depth"
{
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
};
sampler2D _CameraDepthTexture;
float4 _CameraDepthTexture_TexelSize;
v2f vert( appdata_img v )
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
const float2 texelSize = 0.5f * _CameraDepthTexture_TexelSize.xy;
o.uv[0] = float2(v.texcoord + float2(-1,-1) * texelSize);
o.uv[1] = float2(v.texcoord + float2(-1, 1) * texelSize);
o.uv[2] = float2(v.texcoord + float2( 1,-1) * texelSize);
o.uv[3] = float2(v.texcoord + float2( 1, 1) * texelSize);
return o;
}
float4 frag(v2f i) : SV_Target
{
float depth1 = (SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[0]));
float depth2 = (SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1]));
float depth3 = (SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[2]));
float depth4 = (SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[3]));
float result = min(depth1, min(depth2, min(depth3, depth4)));
return float4(result, 0, 0, 0);
}
ENDCG
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
}
fileFormatVersion: 2
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timeCreated: 1452595167
licenseType: Store
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Shader "Hidden/V-Light/Depth" {
Properties {
_MainTex ("", 2D) = "white" {}
_Cutoff ("", Float) = 0.5
_Color ("", Color) = (1,1,1,1)
}
SubShader {
Tags { "RenderType"="Opaque" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
// float4 nz : TEXCOORD0;
float depth : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TransparentCutout" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD0;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainTex_ST;
v2f vert( appdata_base v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
uniform fixed4 _Color;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a*_Color.a - _Cutoff );
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBark" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD1;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertBark(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag( v2f i ) : SV_Target {
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeLeaf" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityBuiltin3xTreeLibrary.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD1;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TreeVertLeaf(v);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag( v2f i ) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeOpaque" "DisableBatching"="True" }
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
// float4 nz : TEXCOORD0;
float depth : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
fixed4 frag(v2f i) : SV_Target {
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeTransparentCutout" "DisableBatching"="True" }
Pass {
Cull Back
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD1;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
half alpha = tex2D(_MainTex, i.uv).a;
clip (alpha - _Cutoff);
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
Pass {
Cull Front
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD1;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainAnimateTree(v.vertex, v.color.w);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
// o.nz.xyz = -COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - _Cutoff );
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="TreeBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD1;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_tree_billboard v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.x = v.texcoord.x;
o.uv.y = v.texcoord.y > 0;
// o.nz.xyz = float3(0,0,1);
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
clip( texcol.a - 0.001 );
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="GrassBillboard" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD1;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassBillboardVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
SubShader {
Tags { "RenderType"="Grass" }
Pass {
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "TerrainEngine.cginc"
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : COLOR;
float2 uv : TEXCOORD0;
// float4 nz : TEXCOORD1;
float depth : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_full v) {
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
WavingGrassVert (v);
o.color = v.color;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord;
// o.nz.xyz = COMPUTE_VIEW_NORMAL;
// o.nz.w = COMPUTE_DEPTH_01;
o.depth = COMPUTE_DEPTH_01;
return o;
}
uniform sampler2D _MainTex;
uniform fixed _Cutoff;
fixed4 frag(v2f i) : SV_Target {
fixed4 texcol = tex2D( _MainTex, i.uv );
fixed alpha = texcol.a * i.color.a;
clip( alpha - _Cutoff );
return float4(i.depth, 0, 0, 0);
// return EncodeDepthNormal (i.nz.w, i.nz.xyz);
}
ENDCG
}
}
Fallback Off
}
fileFormatVersion: 2
guid: 26c171c785261784f8909aae5f3697e4
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defaultTextures: []
userData:
fileFormatVersion: 2
guid: 8f759f9712e01e543bbf6cf719faf22f
folderAsset: yes
DefaultImporter:
userData:
fileFormatVersion: 2
guid: c8c5e946549bf4d29be8c5957ba68888
folderAsset: yes
DefaultImporter:
userData:
Shader "V-Light/Spot Version 2"
{
Properties
{
_InvFade ("Smoothness", Range (0.0, 3.0)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos :SV_POSITION;
float4 tcProj : TEXCOORD0;
float4 tcProjScroll : TEXCOORD1;
float4 positionV : TEXCOORD2;
#if _DITHER_ON || _SOFTBLEND_ON
float4 screenPos : TEXCOORD3;
#endif
};
// x = near y = far z = far - near z = fov
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Rotation;
float4x4 _Projection;
// User
sampler2D _NoiseTex;
sampler2D _LightColorEmission;
// Auto Set
sampler2D _ShadowTexture;
sampler2D _CameraDepthTexture;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float _Offset;
float4 _Color;
v2f vert (appdata_full v) {
v2f o;
v.vertex -= float4(0, 0, _Offset, 0);
const float4x4 scale = float4x4(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
float4x4 viewWorldLightProj = mul(_Projection, _ViewWorldLight);
float4x4 lightProjection = mul(scale, viewWorldLightProj);
float4x4 lightProjectionNoise = mul(scale, mul(_Rotation, viewWorldLightProj));
float4 pos = lerp(_minBounds, _maxBounds, 1 - v.vertex);
pos.w = 1;
o.tcProj = mul(lightProjection, pos);
o.tcProjScroll = mul(lightProjectionNoise, pos);
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
#if _DITHER_ON || _SOFTBLEND_ON
o.screenPos = ComputeScreenPos(o.pos);
#endif
return o;
}
#include "../VLightHelper.cginc"
half4 frag (v2f i) : COLOR
{
return computeFragSpot(i);
}
ENDCG
Subshader
{
Tags {"RenderType"="VLight" "Queue"="Transparent" "IgnoreProjector"="true"}
LOD 500
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile __ _CURVE_ON
#pragma multi_compile __ _SHADOW_ON
#pragma multi_compile __ _SHADOW_EXP
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#if _DITHER_ON
#pragma target 3.0
#endif
ENDCG
}
}
Fallback Off
}
\ No newline at end of file
fileFormatVersion: 2
guid: 6aac0894b3c1e44529fc89af12517e0f
ShaderImporter:
defaultTextures: []
userData:
Shader "V-Light/Area"
{
Properties
{
_InvFade ("Smoothness", Range (0.0, 3.0)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos : SV_POSITION;
float4 positionV : TEXCOORD0;
#if _DITHER_ON || _SOFTBLEND_ON
float4 screenPos : TEXCOORD1;
#endif
};
// x = near y = far z = far - near z = fov
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Rotation;
// Auto Set
sampler2D _CameraDepthTexture;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float _Offset;
float4 _Color;
v2f vert (appdata_full v)
{
v2f o;
v.vertex -= float4(0, 0, _Offset, 0);
float4 pos = _minBounds * v.vertex + _maxBounds * (1 - v.vertex);
pos.w = 1;
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
#if _DITHER_ON || _SOFTBLEND_ON
o.screenPos = ComputeScreenPos(o.pos);
#endif
return o;
}
#include "../VLightHelperArea.cginc"
fixed4 frag (v2f i) : COLOR
{
return computeFrag(i);
}
ENDCG
Subshader
{
Tags { "RenderType"="VLightArea" "Queue"="Transparent" "IgnoreProjector"="true" }
LOD 500
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile _SHAPE_CUBE _SHAPE_SPHERE _SHAPE_ROUNDED_CUBE _SHAPE_CYLINDER
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#if _DITHER_ON
#pragma target 3.0
#endif
ENDCG
}
}
Fallback Off
}
fileFormatVersion: 2
guid: 31813853d68d3484491c0955535404e8
ShaderImporter:
defaultTextures: []
userData:
Shader "V-Light/Orthographic"
{
Properties
{
_InvFade ("Smoothness", Range (0.0, 3.0)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos :SV_POSITION;
float4 positionV : TEXCOORD0;
float4 tcProj : TEXCOORD1;
float4 tcProjScroll : TEXCOORD2;
#if _DITHER_ON || _SOFTBLEND_ON
float4 screenPos : TEXCOORD3;
#endif
};
// x = near y = far
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Projection;
float4x4 _Rotation;
float4x4 _LocalRotation;
// User
sampler2D _NoiseTex;
sampler2D _LightColorEmission;
// Auto Set
sampler2D _ShadowTexture;
sampler2D _CameraDepthTexture;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float _Offset;
float4 _Color;
v2f vert (appdata_full v) {
v2f o;
v.vertex -= float4(0, 0, _Offset, 0);
const float4x4 scale = float4x4(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
float4x4 viewWorldLightProj = mul(_Projection, _ViewWorldLight);
float4x4 lightProjection = mul(scale, viewWorldLightProj);
float4x4 lightProjectionNoise = mul(scale, mul(_Rotation, viewWorldLightProj));
float4 pos = _minBounds * v.vertex + _maxBounds * (1 - v.vertex);
pos.w = 1;
o.tcProj = mul(lightProjection, pos);
o.tcProjScroll = mul(lightProjectionNoise, pos);
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
#if _DITHER_ON || _SOFTBLEND_ON
o.screenPos = ComputeScreenPos(o.pos);
#endif
return o;
}
#include "../VLightHelperOrthographic.cginc"
half4 frag (v2f i) : COLOR
{
return computeFragOrthographic(i);
}
ENDCG
Subshader
{
Tags {"RenderType"="VLightOrthographic" "Queue"="Transparent" "IgnoreProjector"="true"}
LOD 500
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile __ _CURVE_ON
#pragma multi_compile __ _SHADOW_ON
#pragma multi_compile __ _SHADOW_EXP
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#if _DITHER_ON
#pragma target 3.0
#endif
ENDCG
}
}
Fallback Off
}
\ No newline at end of file
fileFormatVersion: 2
guid: a580fe83e417a4fc282ecdb374837af8
timeCreated: 1463140816
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
Shader "V-Light/Point Version 2"
{
Properties
{
_InvFade ("Smoothness", Range (0.0, 3.0)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f
{
float4 pos :SV_POSITION;
float4 positionV :TEXCOORD0;
#if _DITHER_ON || _SOFTBLEND_ON
float4 screenPos : TEXCOORD1;
#endif
};
// x = near y = far z = far - near z = fov
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Rotation;
float4x4 _LocalRotation;
// User
samplerCUBE _NoiseTex;
samplerCUBE _LightColorEmission;
// Auto Set
samplerCUBE _ShadowTexture;
sampler2D _CameraDepthTexture;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float _Offset;
float4 _Color;
v2f vert (appdata_full v) {
v2f o;
v.vertex -= float4(0, 0, _Offset, 0);
float4 pos = _minBounds * v.vertex + _maxBounds * (1 - v.vertex);
pos.w = 1;
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
#if _DITHER_ON || _SOFTBLEND_ON
o.screenPos = ComputeScreenPos(o.pos);
#endif
return o;
}
#include "../VLightHelperPoint.cginc"
fixed4 frag (v2f i) : COLOR
{
return computeFragPoint(i);
}
ENDCG
Subshader
{
Tags {"RenderType"="VLightPoint" "Queue"="Transparent" "IgnoreProjector"="true"}
LOD 500
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile __ _CURVE_ON
#pragma multi_compile __ _SHADOW_ON
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#if _DITHER_ON
#pragma target 3.0
#endif
ENDCG
}
}
Fallback Off
}
fileFormatVersion: 2
guid: fba27a6fca09246dab46cfb730cd71b2
ShaderImporter:
defaultTextures: []
userData:
#if _CURVE_ON
sampler2D _FallOffTex;
#endif
#if _DITHER_ON
float _JitterAmount;
sampler2D _DitherTex;
#endif
float3 _WorldPos;
float _InvFade;
inline fixed4 computeFragSpot (v2f i)
{
float _LightNearRange = _LightParams.x;
float _LightFarRange = _LightParams.y;
float _NearNormalised = _LightNearRange / _LightFarRange;
float _Aspect = _LightParams.z;
float _Fov = _LightParams.w;
#if _SHADOW_ON
float distShadow = -i.positionV.z / _LightFarRange;
float shadowMapDepth = SAMPLE_DEPTH_TEXTURE_PROJ(_ShadowTexture, UNITY_PROJ_COORD(i.tcProj));
#if _SHADOW_EXP
float y = _LightFarRange / _LightNearRange;
float x = (1.0 - y);
shadowMapDepth = 1.0 / (x * shadowMapDepth + y);
#endif
clip(shadowMapDepth - distShadow);
#else
#endif
#if _DITHER_ON
float2 sp = 0.5 * _ScreenParams.xy * (i.screenPos.xy / i.screenPos.w);
float jitter = tex2D(_DitherTex, float2(sp.x, sp.y)).r - 0.5;
jitter *= _JitterAmount;
i.positionV.z += jitter;
i.tcProj.w += jitter;
i.tcProjScroll.w += jitter;
#endif
half noise = tex2D(_NoiseTex, i.tcProjScroll.xy / i.tcProjScroll.w + (_WorldPos.xy + _WorldPos.zz)).r;
const float3 lightDir = float3(0.0f, 0.0f, -1.0);
i.positionV.x /= _Aspect;
float spotEffect = dot(lightDir, normalize(i.positionV.xyz));
float attenuation = 0.0f;
float dist = (-i.positionV.z - _LightNearRange) / (_LightFarRange - _LightNearRange);
float clipArea = acos(spotEffect);
clip(_Fov - clipArea);
clip(min(dist, 1 - dist));
spotEffect = pow(spotEffect, _SpotExp);
#if _CURVE_ON
float4 fallOff = tex2D(_FallOffTex, float2(dist, 0.5));
attenuation = fallOff.a;
#else
attenuation = spotEffect / (_ConstantAttn + _LinearAttn * dist + _QuadAttn * (dist * dist));
#endif
half4 color = tex2Dproj(_LightColorEmission, i.tcProj);
#if _CURVE_ON
half3 Albedo = fallOff.rgb;
half Alpha = (noise * attenuation) * _Strength;
#else
half3 Albedo = color.rgb * _Color.rgb;
half Alpha = (noise * attenuation) * _Strength * _Color.a;
#endif
#if _SOFTBLEND_ON
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
Alpha *= saturate(_InvFade * (sceneZ - i.screenPos.w));
#endif
return half4(Albedo * Alpha, 1);
}
fileFormatVersion: 2
guid: 48f597df689f34135a84d9904cb86a84
ShaderImporter:
defaultTextures: []
userData:
sampler3D _MainTex;
float _VolumeParams;
float4 _VolumeOffset;
float3 _NoiseOffset;
#if _DITHER_ON
float _JitterAmount;
sampler2D _DitherTex;
#endif
float _InvFade;
inline fixed4 computeFrag (v2f i)
{
#if _DITHER_ON
float2 sp = 0.5 * _ScreenParams.xy * (i.screenPos.xy / i.screenPos.w);
float jitter = tex2D(_DitherTex, float2(sp.x, sp.y)).r - 0.5;
jitter *= _JitterAmount;
i.positionV.xyz += jitter;
#endif
float _LightNearRange = _LightParams.x;
float _LightFarRange = _LightParams.y;
float _Aspect = _LightParams.z;
i.positionV.x /= _Aspect;
float3 direction = i.positionV.xyz;
float3 rotatedDirection = mul(direction, (float3x3)_Rotation).xyz;
float finalVal = 0;
#if _SHAPE_SPHERE
finalVal = length(direction) - _LightFarRange;
#elif _SHAPE_CUBE
finalVal = length(max(abs(direction) - _LightFarRange, 0.0));
#elif _SHAPE_ROUNDED_CUBE
finalVal = length(max(abs(direction) - _LightFarRange + _VolumeParams,0.0)) - _VolumeParams;
#elif _SHAPE_CYLINDER
float2 h = float2(_LightFarRange * _VolumeParams, _LightFarRange);
float2 ds = abs(float2(length(direction.xy), direction.z)) - h;
finalVal = min(max(ds.x, ds.y), 0.0) + length(max(ds, 0.0));
#endif
clip(finalVal < 0.01 ? 1 : -1);
fixed4 col = tex3D(_MainTex, ((_VolumeOffset.w / 2) * direction) + _VolumeOffset.xyz + _NoiseOffset.xyz) * _Strength;
#if _SOFTBLEND_ON
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
col *= saturate(_InvFade * (sceneZ - i.screenPos.w));
#endif
return col * _Color;
}
fileFormatVersion: 2
guid: 8303bab90cc194438be6a20410f9c5c2
ShaderImporter:
defaultTextures: []
userData:
#if _CURVE_ON
sampler2D _FallOffTex;
#endif
#if _DITHER_ON
float _JitterAmount;
sampler2D _DitherTex;
#endif
float3 _WorldPos;
float _InvFade;
inline fixed4 computeFragOrthographic (v2f i)
{
#if _DITHER_ON
float2 sp = 0.5 * _ScreenParams.xy * (i.screenPos.xy / i.screenPos.w);
float jitter = tex2D(_DitherTex, float2(sp.x, sp.y)).r - 0.5;
jitter *= _JitterAmount;
i.positionV.xyz += jitter;
i.tcProj.xyz += jitter;
i.tcProjScroll.xyz += jitter;
#endif
float _LightNearRange = _LightParams.x;
float _LightFarRange = _LightParams.y;
float _Size = _LightParams.w;
float _Aspect = _LightParams.z;
half noise = tex2Dproj(_NoiseTex, UNITY_PROJ_COORD(i.tcProjScroll + float4(_WorldPos.xy + _WorldPos.zz, 0, 0))).r;
float dist = (-i.positionV.z - _LightNearRange) / _LightFarRange;
clip(float2(_Size * _Aspect, _Size) - abs(i.positionV.xy));
clip(min(dist, (1 - _LightNearRange / _LightFarRange) - dist));
#if _CURVE_ON
float4 fallOff = tex2D(_FallOffTex, float2(dist, 0.5));
float attenuation = fallOff.a;
#else
float attenuation = _SpotExp / (_ConstantAttn + _LinearAttn * dist + _QuadAttn * (dist * dist));
#endif
#if _SHADOW_ON
float distShadow = -i.positionV.z / _LightFarRange;
float shadowMapDepth = SAMPLE_DEPTH_TEXTURE_PROJ(_ShadowTexture, UNITY_PROJ_COORD(i.tcProj));
clip(shadowMapDepth - distShadow);
#endif
half4 color = tex2Dproj(_LightColorEmission, i.tcProj);
#if _CURVE_ON
half3 Albedo = fallOff.rgb;
half Alpha = (noise * attenuation) * _Strength;
#else
half3 Albedo = color.rgb * _Color.rgb;
half Alpha = (noise * attenuation) * _Strength * _Color.a;
#endif
#if _SOFTBLEND_ON
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
Alpha *= saturate(_InvFade * (sceneZ - i.screenPos.w));
#endif
return half4(Albedo * Alpha, 1);
}
fileFormatVersion: 2
guid: 79aecc95331e447408d2b8e9e7b4fdea
timeCreated: 1463140802
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
#if _CURVE_ON
sampler2D _FallOffTex;
#endif
#if _DITHER_ON
float _JitterAmount;
sampler2D _DitherTex;
#endif
float _InvFade;
// because we are using a cubemap we always need to compare the largest axis
float VectorToDepthValue(float3 Vec)
{
float3 AbsVec = abs(Vec);
float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
return LocalZcomp / _LightParams.y;
}
inline fixed4 computeFragPoint (v2f i)
{
#if _DITHER_ON
float2 sp = 0.5 * _ScreenParams.xy * (i.screenPos.xy / i.screenPos.w);
float jitter = tex2D(_DitherTex, float2(sp.x, sp.y)).r - 0.5;
jitter *= _JitterAmount;
i.positionV.z += jitter;
#endif
float _LightNearRange = _LightParams.x;
float _LightFarRange = _LightParams.y;
float _Aspect = _LightParams.z;
float3 direction = i.positionV.xyz;
i.positionV.x /= _Aspect;
float3 rotatedDirection = mul(direction, (float3x3)_Rotation).xyz;
half noise = texCUBE(_NoiseTex, rotatedDirection).r;
float dist = length(i.positionV.xyz) / _LightFarRange;
float spotEffect = 1 - min(1, dist);
float attenuation = 0.0f;
spotEffect = pow(spotEffect, _SpotExp);
#if _CURVE_ON
float4 fallOff = tex2D(_FallOffTex, float2(dist, 0.5));
attenuation = fallOff.a;
#else
attenuation = spotEffect / (_ConstantAttn + _LinearAttn * dist + _QuadAttn * (dist * dist));
#endif
#if _SHADOW_ON
float shadowMapDepth = texCUBE(_ShadowTexture, direction).r;
clip(shadowMapDepth - VectorToDepthValue(direction));
#endif
half4 color = texCUBE(_LightColorEmission, normalize(direction));
#if _CURVE_ON
half3 Albedo = fallOff.rgb;
half Alpha = (noise * attenuation) * _Strength;
#else
half3 Albedo = color.rgb * _Color.rgb;
half Alpha = (noise * attenuation) * _Strength * _Color.a;
#endif
#if _SOFTBLEND_ON
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
Alpha *= saturate(_InvFade * (sceneZ - i.screenPos.w));
#endif
return fixed4(Albedo * Alpha, 1);
}
fileFormatVersion: 2
guid: 8c46d4959d48e48b7bda1775c38e9c3b
ShaderImporter:
defaultTextures: []
userData:
Shader "V-Light/Volumetric Light Depth"
{
Subshader
{
Tags { "RenderType" = "VLight" "Queue"="Transparent" }
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile __ _CURVE_ON
#pragma multi_compile __ _SHADOW_ON
#pragma multi_compile __ _SHADOW_EXP
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#if _DITHER_ON
#pragma target 3.0
#endif
#include "UnityCG.cginc"
struct v2f
{
float4 pos :SV_POSITION;
float4 tcProj : TEXCOORD0;
float4 tcProjScroll : TEXCOORD1;
float4 positionV : TEXCOORD2;
float4 screenPos : TEXCOORD3;
};
// x = near y = far z = far - near z = fov
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Projection;
float4x4 _Rotation;
float4x4 _LocalRotation;
// User
sampler2D _NoiseTex;
sampler2D _LightColorEmission;
// Auto Set
sampler2D _ShadowTexture;
sampler2D _CameraDepthTexture;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float4 _Color;
//Global
float _InterleavedOffset;
v2f vert (appdata_full v) {
v2f o;
v.vertex -= float4(0, 0, _InterleavedOffset, _InterleavedOffset);
const float4x4 scale = float4x4(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
float4x4 viewWorldLightProj = mul(_Projection, _ViewWorldLight);
float4x4 lightProjection = mul(scale, viewWorldLightProj);
float4x4 lightProjectionNoise = mul(scale, mul(_Rotation, viewWorldLightProj));
float4 pos = lerp(_minBounds, _maxBounds, 1 - v.vertex);
pos.w = 1;
o.tcProj = mul(lightProjection, pos);
o.tcProjScroll = mul(lightProjectionNoise, pos);
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
o.positionV.w = -pos.z;
o.screenPos = ComputeScreenPos(o.pos);
return o;
}
#include "VLightHelper.cginc"
half4 frag (v2f i) : COLOR
{
float partZ = i.positionV.w;
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
clip(sceneZ - partZ);
return computeFragSpot(i);
}
ENDCG
}
}
//POINT
Subshader
{
Tags { "RenderType" = "VLightPoint" "Queue"="Transparent" }
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile __ _CURVE_ON
#pragma multi_compile __ _SHADOW_ON
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#if _DITHER_ON
#pragma target 3.0
#endif
#include "UnityCG.cginc"
struct v2f
{
float4 pos :SV_POSITION;
float4 positionV : TEXCOORD0;
float4 screenPos : TEXCOORD1;
};
// x = near y = far z = far - near z = fov
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Rotation;
float4x4 _LocalRotation;
// User
samplerCUBE _NoiseTex;
samplerCUBE _LightColorEmission;
// Auto Set
samplerCUBE _ShadowTexture;
sampler2D _CameraDepthTexture;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float4 _Color;
//Global
float _InterleavedOffset;
v2f vert (appdata_full v) {
v2f o;
v.vertex -= float4(0, 0, _InterleavedOffset, 0);
float4 pos = _minBounds * v.vertex + _maxBounds * (1 - v.vertex);
pos.w = 1;
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
o.positionV.w = -pos.z;
o.screenPos = ComputeScreenPos(o.pos);
return o;
}
#include "VLightHelperPoint.cginc"
half4 frag (v2f i) : COLOR
{
float partZ = i.positionV.w;
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
clip(sceneZ - partZ);
return computeFragPoint(i);
}
ENDCG
}
}
//ORTHOGRAPHIC
Subshader
{
Tags { "RenderType" = "VLightOrthographic" "Queue"="Transparent" }
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile __ _CURVE_ON
#pragma multi_compile __ _SHADOW_ON
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#if _DITHER_ON
#pragma target 3.0
#endif
#include "UnityCG.cginc"
struct v2f
{
float4 pos :SV_POSITION;
float4 positionV : TEXCOORD0;
float4 tcProj : TEXCOORD1;
float4 tcProjScroll : TEXCOORD2;
float4 screenPos : TEXCOORD3;
};
// x = near y = far
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Projection;
float4x4 _Rotation;
float4x4 _LocalRotation;
// User
sampler2D _NoiseTex;
sampler2D _LightColorEmission;
// Auto Set
sampler2D _ShadowTexture;
sampler2D _CameraDepthTexture;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float4 _Color;
//Global
float _InterleavedOffset;
v2f vert (appdata_full v) {
v2f o;
v.vertex -= float4(0, 0, _InterleavedOffset, 0);
const float4x4 scale = float4x4(
0.5f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.0f, 0.5f,
0.0f, 0.0f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 1.0f);
float4x4 viewWorldLightProj = mul(_Projection, _ViewWorldLight);
float4x4 lightProjection = mul(scale, viewWorldLightProj);
float4x4 lightProjectionNoise = mul(scale, mul(_Rotation, viewWorldLightProj));
float4 pos = _minBounds * v.vertex + _maxBounds * (1 - v.vertex);
pos.w = 1;
o.tcProj = mul(lightProjection, pos);
o.tcProjScroll = mul(lightProjectionNoise, pos);
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
o.positionV.w = -pos.z;
// #if _DITHER_ON || _SOFTBLEND_ON
o.screenPos = ComputeScreenPos(o.pos);
// #endif
return o;
}
#include "VLightHelperOrthographic.cginc"
half4 frag (v2f i) : COLOR
{
float partZ = i.positionV.w;
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
clip(sceneZ - partZ);
return computeFragOrthographic(i);
}
ENDCG
}
}
// AREA
Subshader
{
Tags { "RenderType" = "VLightArea" "Queue"="Transparent" "IgnoreProjector"="true" }
Pass
{
Fog { Mode Off }
ZWrite off
Blend One One
CGPROGRAM
#pragma multi_compile _SHAPE_CUBE _SHAPE_SPHERE _SHAPE_ROUNDED_CUBE _SHAPE_CYLINDER
#pragma multi_compile __ _DITHER_ON
#pragma multi_compile __ _SOFTBLEND_ON
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct v2f
{
float4 pos :SV_POSITION;
float4 positionV : TEXCOORD0;
float4 screenPos : TEXCOORD1;
};
// x = near y = far z = far - near z = fov
float4 _LightParams;
float4 _minBounds;
float4 _maxBounds;
float4x4 _ViewWorldLight;
float4x4 _Rotation;
float4x4 _LocalRotation;
// User
samplerCUBE _NoiseTex;
samplerCUBE _LightColorEmission;
// Attenuation values
float _SpotExp;
float _ConstantAttn;
float _LinearAttn;
float _QuadAttn;
// Light settings
float _Strength;
float4 _Color;
//Global
float _InterleavedOffset;
sampler2D _CameraDepthTexture;
v2f vert (appdata_full v) {
v2f o;
v.vertex -= float4(0, 0, _InterleavedOffset, 0);
float4 pos = _minBounds * v.vertex + _maxBounds * (1 - v.vertex);
pos.w = 1;
o.pos = mul(UNITY_MATRIX_P, pos);
o.positionV = mul(_ViewWorldLight, pos);
o.positionV.w = -pos.z;
o.screenPos = ComputeScreenPos(o.pos);
return o;
}
#include "VLightHelperArea.cginc"
half4 frag (v2f i) : COLOR
{
float partZ = i.positionV.w;
half sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)));
clip(sceneZ - partZ);
fixed4 col = computeFrag(i);
return col;
}
ENDCG
}
}
Fallback Off
}
fileFormatVersion: 2
guid: aface9889da643e4e9c581d463a53cd0
ShaderImporter:
defaultTextures: []
userData:
fileFormatVersion: 2
guid: ff119c1f62cc1f6438f574126352f1f7
folderAsset: yes
DefaultImporter:
userData:
Shader "Hidden/MultiTap Blur" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_BlurSize ("Blur Size", FLOAT) = 0.01
}
// Shader code pasted into all further CGPROGRAM blocks
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv[2] : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float _BlurSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv[0].y = 1-o.uv[0].y;
#endif
return o;
}
half4 frag(v2f i) : COLOR
{
#define SAMPLE_COUNT 12
const float3 RAND_SAMPLES[SAMPLE_COUNT] = {
float3(0.4010039,0.8899381,-0.01751772),
float3(0.1617837,0.1338552,-0.3530486),
float3(-0.2305296,-0.1900085,0.5025396),
float3(-0.6256684,0.1241661,0.1163932),
float3(0.3820786,-0.3241398,0.4112825),
float3(-0.08829653,0.1649759,0.1395879),
float3(0.1891677,-0.1283755,-0.09873557),
float3(0.1986142,0.1767239,0.4380491),
float3(-0.3294966,0.02684341,-0.4021836),
float3(-0.01956503,-0.3108062,-0.410663),
float3(-0.3215499,0.6832048,-0.3433446),
float3(0.7026125,0.1648249,0.02250625)
};
half4 color = 0;
for (int s = 0; s < SAMPLE_COUNT; ++s)
{
color += tex2D(_MainTex, i.uv[1] + RAND_SAMPLES[s].xy * _BlurSize);
}
return (color / SAMPLE_COUNT);
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader
\ No newline at end of file
fileFormatVersion: 2
guid: 0819ca49e270faf4aa68b8a2b0e65c2f
ShaderImporter:
defaultTextures: []
userData:
Shader "Hidden/Simple Composite" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_MainTexBlurred ("Base Blurred (RGBA)", 2D) = "" {}
_BlurSize ("Blur Size", FLOAT) = 0.01
}
// Shader code pasted into all further CGPROGRAM blocks
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : POSITION;
float2 uv[2] : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _MainTexBlurred;
float4 _MainTex_TexelSize;
float _BlurSize;
v2f vert( appdata_img v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv[0].y = 1-o.uv[0].y;
#endif
return o;
}
half4 frag(v2f i) : COLOR
{
half4 textureBlurred = tex2D(_MainTexBlurred, i.uv[0]);
half4 sourceTexture = tex2D(_MainTex, i.uv[1]);
return textureBlurred + sourceTexture;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback off
} // shader
\ No newline at end of file
fileFormatVersion: 2
guid: 59cf06ce1c72a2d42a35107d76416783
ShaderImporter:
defaultTextures: []
userData:
Shader "Hidden/V-Light/Post" {
Properties {
_MainTex ("Base (RGB)", 2D) = "" {}
_MainTexA ("Sample A", 2D) = "" {}
_MainTexB ("Sample B", 2D) = "" {}
_MainTexC ("Sample C", 2D) = "" {}
_MainTexD ("Sample D", 2D) = "" {}
_MainTexHighRes ("High Res Edge", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
#define DEBUG_INTERLEAVED 0
struct v2fSimple
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
struct v2fInterleaved
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 screenPos : TEXCOORD1;
};
struct v2fBlur
{
float4 pos : SV_POSITION;
float4 screenPos : TEXCOORD0;
float2 uv[6] : TEXCOORD1;
};
struct v2fBlurBilateral
{
float4 pos : SV_POSITION;
float2 uv[4] : TEXCOORD0;
float2 uv2[3] : TEXCOORD4;
};
struct v2fUpsample
{
float4 pos : SV_POSITION;
float2 uvMain : TEXCOORD0;
float2 uv[5] : TEXCOORD1;
};
struct v2fComposite
{
float4 pos : SV_POSITION;
float2 uv[2] : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _MainTexBlurred;
sampler2D _MainTexBlurredPoint;
sampler2D _MainTexA;
sampler2D _MainTexB;
sampler2D _MainTexC;
sampler2D _MainTexD;
//
float4 samplingOffset;
float _BlurSize;
//
float4 _MainTexBlurred_TexelSize;
float4 _MainTex_TexelSize;
v2fSimple vertSimple( appdata_img v )
{
v2fSimple o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
return o;
}
v2fInterleaved vertInterleaved( appdata_img v )
{
v2fInterleaved o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord.xy;
o.screenPos = ComputeScreenPos(v.vertex);
return o;
}
float2 BlurDir;
float BlurDepthFalloff;
sampler2D _CameraDepthTexture;
float4 _CameraDepthTexture_TexelSize;
sampler2D _LastCameraDepthTexture;
sampler2D LowResDepthTexture;
float DepthThreshold;
v2fUpsample vertUpsample( appdata_img v )
{
v2fUpsample o;
o.pos = UnityObjectToClipPos(v.vertex);
const float2 lowResTexelSize = 2 * _CameraDepthTexture_TexelSize.xy;
float2 origUV = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
origUV.y = 1 - origUV.y;
#endif
o.uvMain = v.texcoord;
o.uv[0] = origUV;
o.uv[1] = o.uv[0] - 0.5 * lowResTexelSize;
o.uv[2] = float2(o.uv[1].x + lowResTexelSize.x, o.uv[1].y);
o.uv[3] = float2(o.uv[1].x, o.uv[1].y + lowResTexelSize.y);
o.uv[4] = o.uv[1] + lowResTexelSize;
return o;
}
v2fBlurBilateral vertBlurBilateral( appdata_img v )
{
v2fBlurBilateral o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[3] = v.texcoord.xy;
o.uv[0] = v.texcoord.xy + BlurDir * 1 * _MainTex_TexelSize.xy;
o.uv[1] = v.texcoord.xy + BlurDir * 2 * _MainTex_TexelSize.xy;
o.uv[2] = v.texcoord.xy + BlurDir * 3 * _MainTex_TexelSize.xy;
o.uv2[0] = v.texcoord.xy - BlurDir * 1 * _MainTex_TexelSize.xy;
o.uv2[1] = v.texcoord.xy - BlurDir * 2 * _MainTex_TexelSize.xy;
o.uv2[2] = v.texcoord.xy - BlurDir * 3 * _MainTex_TexelSize.xy;
return o;
}
v2fBlur vertBlurHorz( appdata_img v ) {
v2fBlur o;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = 0;
float3 off = float3(_MainTex_TexelSize.x, -_MainTex_TexelSize.x, 0) * _BlurSize;
o.uv[0] = v.texcoord.xy + off.xz;
o.uv[1] = v.texcoord.xy + off.yz;
o.uv[2] = v.texcoord.xy + off.xz * 2;
o.uv[3] = v.texcoord.xy + off.yz * 2;
o.uv[4] = v.texcoord.xy + off.xz * 3;
o.uv[5] = v.texcoord.xy + off.yz * 3;
return o;
}
v2fBlur vertBlurVert( appdata_img v ) {
v2fBlur o;
o.pos = UnityObjectToClipPos(v.vertex);
o.screenPos = 0;
float3 off = float3(_MainTex_TexelSize.y, -_MainTex_TexelSize.y, 0) * _BlurSize;
o.uv[0] = v.texcoord.xy + off.zx;
o.uv[1] = v.texcoord.xy + off.zy;
o.uv[2] = v.texcoord.xy + off.zx * 2;
o.uv[3] = v.texcoord.xy + off.zy * 2;
o.uv[4] = v.texcoord.xy + off.zx * 3;
o.uv[5] = v.texcoord.xy + off.zy * 3;
return o;
}
v2fComposite vert( appdata_img v ) {
v2fComposite o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv[0] = v.texcoord.xy;
o.uv[1] = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0)
o.uv[0].y = 1-o.uv[0].y;
#endif
return o;
}
fixed4 frag(v2fInterleaved i) : COLOR
{
int2 screenPos = i.screenPos.xy * _ScreenParams.xy;
// Based on the screen (x,y), determine whether the pixel is even or odd
float2 vEvenOdd = (float2) floor(fmod(screenPos.xy + 0.5, 2));
float index = abs(3 * (float)vEvenOdd.x - 2 * (float)vEvenOdd.y);
half4 color = 0;
#if DEBUG_INTERLEAVED
color += tex2D (_MainTexA, i.uv * 2 - float2(1.0, 1.0));
color += tex2D (_MainTexB, i.uv * 2 - float2(0.0, 1.0));
color += tex2D (_MainTexC, i.uv * 2 - float2(1.0, 0.0));
color += tex2D (_MainTexD, i.uv * 2 - float2(0.0, 0.0));
#else
color += tex2D (_MainTexA, i.uv) * (index == 0);
color += tex2D (_MainTexB, i.uv) * (index == 1);
color += tex2D (_MainTexC, i.uv) * (index == 2);
color += tex2D (_MainTexD, i.uv) * (index == 3);
#endif
return color;
}
fixed4 fragBlur(v2fBlur i) : COLOR
{
half4 color = tex2D(_MainTex, i.uv[0]);
color += tex2D(_MainTex, i.uv[1]);
color += tex2D(_MainTex, i.uv[2]);
color += tex2D(_MainTex, i.uv[3]);
return (color / 4);
}
void UpdateNearestSample(inout float mindist, inout float2 nearestUV, float z, float2 uv, float zfull)
{
float dist = abs(z - zfull);
if (dist < mindist)
{
mindist = dist;
nearestUV = uv;
}
}
float4 fragBlurBilateral(v2fBlurBilateral input) : COLOR
{
const float weight[3] = { 0.213, 0.1, 0.036 };
float centralDepth = SAMPLE_DEPTH_TEXTURE(LowResDepthTexture, input.uv[3]);
float4 result = tex2D(_MainTex, input.uv[3]) * 0.266;
float totalWeight = 0.266;
// #if !SHADER_API_METAL && !SHADER_API_GLES && !SHADER_API_OPENGL
[unroll]
// #endif
for (int i = 0; i < 3; i++)
{
float depth = SAMPLE_DEPTH_TEXTURE(LowResDepthTexture, input.uv[i]);
float w = abs(depth - centralDepth) * BlurDepthFalloff;
w = exp(-w * w);
result += tex2D(_MainTex, input.uv[i]) * w * weight[i];
totalWeight += w * weight[i];
depth = SAMPLE_DEPTH_TEXTURE(LowResDepthTexture, input.uv2[i]);
w = abs(depth - centralDepth) * BlurDepthFalloff;
w = exp(-w * w);
result += tex2D(_MainTex, input.uv2[i]) * w * weight[i];
totalWeight += w * weight[i];
}
return result / totalWeight;
}
float4 GetNearestDepthSample(float2 uv[5])
{
//read full resolution depth
const float2 lowResTexelSize = 2.0 * _CameraDepthTexture_TexelSize.xy;
float zfull = (SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv[0]));
//find low res depth texture texel size
const float depthTreshold = DepthThreshold;
float2 lowResUV = uv[0];
float mindist = 1.e8f;
float2 uv00 = uv[1];
float2 nearestUV = uv00;
float z00 = (SAMPLE_DEPTH_TEXTURE(LowResDepthTexture, uv00));
UpdateNearestSample(mindist, nearestUV, z00, uv00, zfull);
float2 uv10 = uv[2];
float z10 = (SAMPLE_DEPTH_TEXTURE(LowResDepthTexture, uv10));
UpdateNearestSample(mindist, nearestUV, z10, uv10, zfull);
float2 uv01 = uv[3];
float z01 = (SAMPLE_DEPTH_TEXTURE(LowResDepthTexture, uv01));
UpdateNearestSample(mindist, nearestUV, z01, uv01, zfull);
float2 uv11 = uv[4];
float z11 = (SAMPLE_DEPTH_TEXTURE(LowResDepthTexture, uv11));
UpdateNearestSample(mindist, nearestUV, z11, uv11, zfull);
float4 sample = float4(0, 0, 0, 0);
if (abs(z00 - zfull) < depthTreshold &&
abs(z10 - zfull) < depthTreshold &&
abs(z01 - zfull) < depthTreshold &&
abs(z11 - zfull) < depthTreshold )
{
sample = tex2D(_MainTexBlurred, lowResUV);
}
else
{
sample = tex2D(_MainTexBlurredPoint, nearestUV);
}
return sample;
}
fixed4 fragCompositeBilateral(v2fUpsample i) : COLOR
{
fixed4 colourSample = tex2D(_MainTex, i.uvMain);
fixed4 sample = GetNearestDepthSample(i.uv);
return colourSample + sample;
}
fixed4 fragComposite(v2fUpsample i) : COLOR
{
fixed4 colourSample = tex2D(_MainTex, i.uvMain);
fixed4 sample = tex2D(_MainTexBlurred, i.uv[0]);
return colourSample + sample;
}
fixed4 fragCopyDepth(v2fSimple i) : COLOR
{
return tex2D(_LastCameraDepthTexture, i.uv);
}
ENDCG
Subshader
{
//0
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertInterleaved
#pragma fragment frag
ENDCG
}
//1
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertBlurHorz
#pragma fragment fragBlur
ENDCG
}
//2
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertBlurVert
#pragma fragment fragBlur
ENDCG
}
//3
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertUpsample
#pragma fragment fragCompositeBilateral
ENDCG
}
//4
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#if SHADER_API_D3D9 || SHADER_API_D3D11
#pragma target 3.0
#endif
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertBlurBilateral
#pragma fragment fragBlurBilateral
ENDCG
}
//5
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertUpsample
#pragma fragment fragComposite
ENDCG
}
//6
Pass
{
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma fragmentoption ARB_precision_hint_fastest
#pragma vertex vertSimple
#pragma fragment fragCopyDepth
ENDCG
}
}
Fallback off
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