Compare commits
18 Commits
9cad319f09
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feature/wo
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141
Assets/Map/Materials/GlassMat.mat
Normal file
141
Assets/Map/Materials/GlassMat.mat
Normal file
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m_OverrideState: 0
|
||||
m_Value: 0
|
||||
FireflySuppression:
|
||||
m_OverrideState: 0
|
||||
m_Value: 0
|
||||
ShowBowels:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0
|
||||
--- !u!114 &-4572712511935420910
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
@@ -122,6 +256,7 @@ MonoBehaviour:
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||||
- {fileID: -3357603926938260329}
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||||
- {fileID: -4572712511935420910}
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||||
- {fileID: 7749192982097860104}
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||||
- {fileID: -7137344423545698353}
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--- !u!114 &849379129802519247
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||||
MonoBehaviour:
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||||
m_ObjectHideFlags: 3
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||||
@@ -134,10 +269,10 @@ MonoBehaviour:
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||||
m_Script: {fileID: 11500000, guid: 97c23e3b12dc18c42a140437e53d3951, type: 3}
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||||
m_Name: Tonemapping
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||||
m_EditorClassIdentifier:
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active: 0
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||||
active: 1
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||||
mode:
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||||
m_OverrideState: 1
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||||
m_Value: 2
|
||||
m_Value: 1
|
||||
neutralHDRRangeReductionMode:
|
||||
m_OverrideState: 0
|
||||
m_Value: 2
|
||||
@@ -201,11 +336,11 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
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||||
active: 1
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||||
lift:
|
||||
m_OverrideState: 1
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||||
m_Value: {x: 0.92240596, y: 0.97251815, z: 1, w: 0}
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||||
m_OverrideState: 0
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||||
m_Value: {x: 1, y: 1, z: 1, w: 0}
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||||
gamma:
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||||
m_OverrideState: 1
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m_Value: {x: 1, y: 0.8938545, z: 0.9460001, w: -0.25949952}
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m_Value: {x: 0.9772106, y: 0.98380053, z: 1, w: -0.34493148}
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gain:
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m_OverrideState: 0
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m_Value: {x: 1, y: 1, z: 1, w: 0.07414271}
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m_OverrideState: 1
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m_Value: {x: 1, y: 0.7992117, z: 0.6025684, w: 0.57270336}
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|
||||
8
Assets/Map/Materials/Structure Materials.meta
Normal file
8
Assets/Map/Materials/Structure Materials.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5c31396ab697cae43913d71893cc1c80
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,630 @@
|
||||
// Toony Colors Pro+Mobile 2
|
||||
// (c) 2014-2025 Jean Moreno
|
||||
|
||||
Shader "Reset/BuildingStyleTest"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[TCP2HeaderHelp(Base)]
|
||||
[MainColor] _BaseColor ("Color", Color) = (1,1,1,1)
|
||||
[TCP2ColorNoAlpha] _HColor ("Highlight Color", Color) = (0.75,0.75,0.75,1)
|
||||
[TCP2ColorNoAlpha] _SColor ("Shadow Color", Color) = (0.2,0.2,0.2,1)
|
||||
[MainTexture] _BaseMap ("Albedo", 2D) = "white" {}
|
||||
[TCP2Separator]
|
||||
|
||||
[TCP2Header(Ramp Shading)]
|
||||
|
||||
_RampThreshold ("Threshold", Range(0.01,1)) = 0.5
|
||||
_RampSmoothing ("Smoothing", Range(0.001,1)) = 0.5
|
||||
[TCP2Separator]
|
||||
|
||||
[TCP2HeaderHelp(Normal Mapping)]
|
||||
[NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {}
|
||||
[TCP2Separator]
|
||||
|
||||
[ToggleOff(_RECEIVE_SHADOWS_OFF)] _ReceiveShadowsOff ("Receive Shadows", Float) = 1
|
||||
|
||||
// Avoid compile error if the properties are ending with a drawer
|
||||
[HideInInspector] __dummy__ ("unused", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"RenderPipeline" = "UniversalPipeline"
|
||||
"RenderType"="Opaque"
|
||||
}
|
||||
|
||||
HLSLINCLUDE
|
||||
#define fixed half
|
||||
#define fixed2 half2
|
||||
#define fixed3 half3
|
||||
#define fixed4 half4
|
||||
|
||||
#if UNITY_VERSION >= 202020
|
||||
#define URP_10_OR_NEWER
|
||||
#endif
|
||||
#if UNITY_VERSION >= 202120
|
||||
#define URP_12_OR_NEWER
|
||||
#endif
|
||||
#if UNITY_VERSION >= 202220
|
||||
#define URP_14_OR_NEWER
|
||||
#endif
|
||||
|
||||
// Texture/Sampler abstraction
|
||||
#define TCP2_TEX2D_WITH_SAMPLER(tex) TEXTURE2D(tex); SAMPLER(sampler##tex)
|
||||
#define TCP2_TEX2D_NO_SAMPLER(tex) TEXTURE2D(tex)
|
||||
#define TCP2_TEX2D_SAMPLE(tex, samplertex, coord) SAMPLE_TEXTURE2D(tex, sampler##samplertex, coord)
|
||||
#define TCP2_TEX2D_SAMPLE_LOD(tex, samplertex, coord, lod) SAMPLE_TEXTURE2D_LOD(tex, sampler##samplertex, coord, lod)
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
|
||||
// Uniforms
|
||||
|
||||
// Shader Properties
|
||||
TCP2_TEX2D_WITH_SAMPLER(_BumpMap);
|
||||
TCP2_TEX2D_WITH_SAMPLER(_BaseMap);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
|
||||
// Shader Properties
|
||||
float4 _BaseMap_ST;
|
||||
fixed4 _BaseColor;
|
||||
float _RampThreshold;
|
||||
float _RampSmoothing;
|
||||
fixed4 _SColor;
|
||||
fixed4 _HColor;
|
||||
CBUFFER_END
|
||||
|
||||
// Built-in renderer (CG) to SRP (HLSL) bindings
|
||||
#define UnityObjectToClipPos TransformObjectToHClip
|
||||
#define _WorldSpaceLightPos0 _MainLightPosition
|
||||
|
||||
ENDHLSL
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "Main"
|
||||
Tags
|
||||
{
|
||||
"LightMode"="UniversalForward"
|
||||
}
|
||||
|
||||
HLSLPROGRAM
|
||||
// Required to compile gles 2.0 with standard SRP library
|
||||
// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
|
||||
#pragma prefer_hlslcc gles
|
||||
#pragma exclude_renderers d3d11_9x
|
||||
#pragma target 3.0
|
||||
|
||||
// -------------------------------------
|
||||
// Material keywords
|
||||
#pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF
|
||||
|
||||
// -------------------------------------
|
||||
// Universal Render Pipeline keywords
|
||||
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||||
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
|
||||
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
|
||||
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||||
|
||||
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||||
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||||
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
|
||||
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex Vertex
|
||||
#pragma fragment Fragment
|
||||
|
||||
// vertex input
|
||||
struct Attributes
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
// vertex output / fragment input
|
||||
struct Varyings
|
||||
{
|
||||
float4 positionCS : SV_POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float4 worldPosAndFog : TEXCOORD0;
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord : TEXCOORD1; // compute shadow coord per-vertex for the main light
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
half3 vertexLights : TEXCOORD2;
|
||||
#endif
|
||||
float3 pack0 : TEXCOORD3; /* pack0.xyz = tangent */
|
||||
float3 pack1 : TEXCOORD4; /* pack1.xyz = bitangent */
|
||||
float2 pack2 : TEXCOORD5; /* pack2.xy = texcoord0 */
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
|
||||
// Fake InputData struct needed for Forward+ macro
|
||||
struct InputDataForwardPlusDummy
|
||||
{
|
||||
float3 positionWS;
|
||||
float2 normalizedScreenSpaceUV;
|
||||
};
|
||||
#endif
|
||||
|
||||
Varyings Vertex(Attributes input)
|
||||
{
|
||||
Varyings output = (Varyings)0;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
// Texture Coordinates
|
||||
output.pack2.xy.xy = input.texcoord0.xy * _BaseMap_ST.xy + _BaseMap_ST.zw;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
output.shadowCoord = GetShadowCoord(vertexInput);
|
||||
#endif
|
||||
|
||||
VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normal, input.tangent);
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
// Vertex lighting
|
||||
output.vertexLights = VertexLighting(vertexInput.positionWS, vertexNormalInput.normalWS);
|
||||
#endif
|
||||
|
||||
// world position
|
||||
output.worldPosAndFog = float4(vertexInput.positionWS.xyz, 0);
|
||||
|
||||
// normal
|
||||
output.normal = normalize(vertexNormalInput.normalWS);
|
||||
|
||||
// tangent
|
||||
output.pack0.xyz = vertexNormalInput.tangentWS;
|
||||
output.pack1.xyz = vertexNormalInput.bitangentWS;
|
||||
|
||||
// clip position
|
||||
output.positionCS = vertexInput.positionCS;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
half4 Fragment(Varyings input
|
||||
) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
|
||||
float3 positionWS = input.worldPosAndFog.xyz;
|
||||
float3 normalWS = normalize(input.normal);
|
||||
half3 tangentWS = input.pack0.xyz;
|
||||
half3 bitangentWS = input.pack1.xyz;
|
||||
half3x3 tangentToWorldMatrix = half3x3(tangentWS.xyz, bitangentWS.xyz, normalWS.xyz);
|
||||
|
||||
// Shader Properties Sampling
|
||||
float4 __normalMap = ( TCP2_TEX2D_SAMPLE(_BumpMap, _BumpMap, input.pack2.xy).rgba );
|
||||
float4 __albedo = ( TCP2_TEX2D_SAMPLE(_BaseMap, _BaseMap, input.pack2.xy).rgba );
|
||||
float4 __mainColor = ( _BaseColor.rgba );
|
||||
float __alpha = ( __albedo.a * __mainColor.a );
|
||||
float __ambientIntensity = ( 1.0 );
|
||||
float __rampThreshold = ( _RampThreshold );
|
||||
float __rampSmoothing = ( _RampSmoothing );
|
||||
float3 __shadowColor = ( _SColor.rgb );
|
||||
float3 __highlightColor = ( _HColor.rgb );
|
||||
|
||||
half4 normalMap = __normalMap;
|
||||
half3 normalTS = UnpackNormal(normalMap);
|
||||
normalWS = normalize( mul(normalTS, tangentToWorldMatrix) );
|
||||
|
||||
// main texture
|
||||
half3 albedo = __albedo.rgb;
|
||||
half alpha = __alpha;
|
||||
|
||||
half3 emission = half3(0,0,0);
|
||||
|
||||
albedo *= __mainColor.rgb;
|
||||
|
||||
// main light: direction, color, distanceAttenuation, shadowAttenuation
|
||||
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
||||
float4 shadowCoord = input.shadowCoord;
|
||||
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||||
float4 shadowCoord = TransformWorldToShadowCoord(positionWS);
|
||||
#else
|
||||
float4 shadowCoord = float4(0, 0, 0, 0);
|
||||
#endif
|
||||
|
||||
#if defined(URP_10_OR_NEWER)
|
||||
#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)
|
||||
half4 shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
|
||||
#elif !defined (LIGHTMAP_ON)
|
||||
half4 shadowMask = unity_ProbesOcclusion;
|
||||
#else
|
||||
half4 shadowMask = half4(1, 1, 1, 1);
|
||||
#endif
|
||||
|
||||
Light mainLight = GetMainLight(shadowCoord, positionWS, shadowMask);
|
||||
#else
|
||||
Light mainLight = GetMainLight(shadowCoord);
|
||||
#endif
|
||||
|
||||
#if defined(_SCREEN_SPACE_OCCLUSION) || defined(USE_FORWARD_PLUS) || defined(USE_CLUSTER_LIGHT_LOOP)
|
||||
float2 normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
|
||||
#endif
|
||||
|
||||
// ambient or lightmap
|
||||
// Samples SH fully per-pixel. SampleSHVertex and SampleSHPixel functions
|
||||
// are also defined in case you want to sample some terms per-vertex.
|
||||
half3 bakedGI = SampleSH(normalWS);
|
||||
half occlusion = 1;
|
||||
|
||||
half3 indirectDiffuse = bakedGI;
|
||||
indirectDiffuse *= occlusion * albedo * __ambientIntensity;
|
||||
|
||||
half3 lightDir = mainLight.direction;
|
||||
half3 lightColor = mainLight.color.rgb;
|
||||
|
||||
half atten = mainLight.shadowAttenuation * mainLight.distanceAttenuation;
|
||||
|
||||
half ndl = dot(normalWS, lightDir);
|
||||
half3 ramp;
|
||||
|
||||
half rampThreshold = __rampThreshold;
|
||||
half rampSmooth = __rampSmoothing * 0.5;
|
||||
ndl = saturate(ndl);
|
||||
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||
|
||||
// apply attenuation
|
||||
ramp *= atten;
|
||||
|
||||
half3 color = half3(0,0,0);
|
||||
half3 accumulatedRamp = ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
half3 accumulatedColors = ramp * lightColor.rgb;
|
||||
|
||||
// Additional lights loop
|
||||
#ifdef _ADDITIONAL_LIGHTS
|
||||
uint pixelLightCount = GetAdditionalLightsCount();
|
||||
|
||||
#if USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP
|
||||
// Additional directional lights in Forward+
|
||||
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||||
{
|
||||
CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK
|
||||
|
||||
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
|
||||
|
||||
#if defined(_LIGHT_LAYERS)
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
#endif
|
||||
{
|
||||
half atten = light.shadowAttenuation * light.distanceAttenuation;
|
||||
|
||||
#if defined(_LIGHT_LAYERS)
|
||||
half3 lightDir = half3(0, 1, 0);
|
||||
half3 lightColor = half3(0, 0, 0);
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
{
|
||||
lightColor = light.color.rgb;
|
||||
lightDir = light.direction;
|
||||
}
|
||||
#else
|
||||
half3 lightColor = light.color.rgb;
|
||||
half3 lightDir = light.direction;
|
||||
#endif
|
||||
|
||||
half ndl = dot(normalWS, lightDir);
|
||||
half3 ramp;
|
||||
|
||||
ndl = saturate(ndl);
|
||||
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||
|
||||
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||
ramp *= atten;
|
||||
|
||||
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
accumulatedColors += ramp * lightColor.rgb;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// Data with dummy struct used in Forward+ macro (LIGHT_LOOP_BEGIN)
|
||||
InputDataForwardPlusDummy inputData;
|
||||
inputData.normalizedScreenSpaceUV = normalizedScreenSpaceUV;
|
||||
inputData.positionWS = positionWS;
|
||||
#endif
|
||||
|
||||
LIGHT_LOOP_BEGIN(pixelLightCount)
|
||||
{
|
||||
#if defined(URP_10_OR_NEWER)
|
||||
Light light = GetAdditionalLight(lightIndex, positionWS, shadowMask);
|
||||
#else
|
||||
Light light = GetAdditionalLight(lightIndex, positionWS);
|
||||
#endif
|
||||
half atten = light.shadowAttenuation * light.distanceAttenuation;
|
||||
|
||||
#if defined(_LIGHT_LAYERS)
|
||||
half3 lightDir = half3(0, 1, 0);
|
||||
half3 lightColor = half3(0, 0, 0);
|
||||
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||||
{
|
||||
lightColor = light.color.rgb;
|
||||
lightDir = light.direction;
|
||||
}
|
||||
#else
|
||||
half3 lightColor = light.color.rgb;
|
||||
half3 lightDir = light.direction;
|
||||
#endif
|
||||
|
||||
half ndl = dot(normalWS, lightDir);
|
||||
half3 ramp;
|
||||
|
||||
ndl = saturate(ndl);
|
||||
ramp = smoothstep(rampThreshold - rampSmooth, rampThreshold + rampSmooth, ndl);
|
||||
|
||||
// apply attenuation (shadowmaps & point/spot lights attenuation)
|
||||
ramp *= atten;
|
||||
|
||||
accumulatedRamp += ramp * max(lightColor.r, max(lightColor.g, lightColor.b));
|
||||
accumulatedColors += ramp * lightColor.rgb;
|
||||
|
||||
}
|
||||
LIGHT_LOOP_END
|
||||
#endif
|
||||
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||||
color += input.vertexLights * albedo;
|
||||
#endif
|
||||
|
||||
accumulatedRamp = saturate(accumulatedRamp);
|
||||
half3 shadowColor = (1 - accumulatedRamp.rgb) * __shadowColor;
|
||||
accumulatedRamp = accumulatedColors.rgb * __highlightColor + shadowColor;
|
||||
color += albedo * accumulatedRamp;
|
||||
|
||||
// apply ambient
|
||||
color += indirectDiffuse;
|
||||
|
||||
color += emission;
|
||||
|
||||
return half4(color, alpha);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Depth & Shadow Caster Passes
|
||||
HLSLINCLUDE
|
||||
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
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2894
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2894
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4759
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4759
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1553
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1553
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39623
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39623
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2797
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2797
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4478
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2241
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user