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