- Added markers to show players where to stand during round 2.
- Added a brick material and lined the walls of the alleyway with it. - Added a concrete walkway to the alleyway. - Map dots, map borders, and The Chase title are all now anti-aliased. - Improved the look of the concrete material. - Wood textures no longer use a transparency render queue.
This commit is contained in:
@@ -0,0 +1,48 @@
|
||||
Shader "Carmen/Brick"
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{
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||||
Properties
|
||||
{
|
||||
_MainTex ("Colour", 2D) = "white" {}
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||||
_NormalTex ("Normal", 2D) = "bump" {}
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||||
_AOTex ("Ambient Occlusion", 2D) = "white" {}
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||||
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||||
_DetailTex ("Detail Colour", 2D) = "gray" {}
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||||
_DetailNormal ("Detail Normal", 2D) = "bump" {}
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||||
_DetailIntensity ("Detail Intensity", Range(0.0, 1.0)) = 1.0
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}
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||||
SubShader
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||||
{
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||||
Tags { "RenderType" = "Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Lambert
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struct Input {
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float2 uv_MainTex;
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float2 uv_NormalTex;
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float2 uv_AOTex;
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float2 uv_DetailTex;
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float2 uv_DetailNormal;
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};
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UNITY_DECLARE_TEX2D(_MainTex);
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UNITY_DECLARE_TEX2D(_NormalTex);
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UNITY_DECLARE_TEX2D(_AOTex);
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UNITY_DECLARE_TEX2D(_DetailTex);
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UNITY_DECLARE_TEX2D(_DetailNormal);
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half _DetailIntensity;
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void surf (Input IN, inout SurfaceOutput o) {
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o.Albedo = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).rgb;
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o.Albedo *= UNITY_SAMPLE_TEX2D(_AOTex, IN.uv_MainTex).r;
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o.Albedo *= saturate((UNITY_SAMPLE_TEX2D(_DetailTex, IN.uv_DetailTex).rgb * 2.0) * _DetailIntensity);
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half3 normaltex = UnpackNormal(UNITY_SAMPLE_TEX2D(_NormalTex, IN.uv_NormalTex));
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half3 normaldetail = UnpackNormal(UNITY_SAMPLE_TEX2D(_DetailNormal, IN.uv_DetailNormal));
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o.Normal = normalize(half3(normaltex.xy + normaldetail.xy, normaltex.z));
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}
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ENDCG
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}
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Fallback "VRChat/Mobile/Standard Lite"
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
|
||||
guid: 4a6a7578b4e624749b7e468421281b66
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||||
guid: 73221e691bb7f9d449fc6a0db165b958
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ShaderImporter:
|
||||
externalObjects: {}
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||||
defaultTextures: []
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@@ -0,0 +1,82 @@
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Shader "Carmen/SDF/Marker"
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{
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||||
Properties
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||||
{
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_MainTex ("SDF", 2D) = "white" {}
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||||
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_BorderColour ("Border Colour", Color) = (1.0, 1.0, 1.0, 1.0)
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_BorderSize ("Border Size", Range(0.05, 0.95)) = 0.95
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||||
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_FillColour ("Fill Colour", Color) = (0.0, 0.0, 0.0, 1.0)
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_FillSize ("Fill Size", Range(0.05, 0.95)) = 0.66666666666666
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}
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SubShader
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||||
{
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Tags { "Queue"="Transparent" "RenderType" = "Transparent" }
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LOD 200
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Pass {
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Cull Back
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Lighting Off
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Blend SrcAlpha OneMinusSrcAlpha
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Offset -1, -1
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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UNITY_DECLARE_TEX2D(_MainTex);
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float4 _MainTex_ST;
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half4 _BorderColour;
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half _BorderSize;
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half4 _FillColour;
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half _FillSize;
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||||
|
||||
|
||||
struct Data
|
||||
{
|
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float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct V2F
|
||||
{
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||||
float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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||||
};
|
||||
|
||||
|
||||
V2F vert(Data v)
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||||
{
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V2F o;
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o.position = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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||||
|
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fixed4 frag(V2F i) : SV_TARGET
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{
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half sdf_sample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
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|
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half border_halfchange = (abs(ddx(sdf_sample)) + abs(ddy(sdf_sample))) / 2.0;
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half border_loweredge = (1.0 - _BorderSize) - border_halfchange;
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half border_upperedge = (1.0 - _BorderSize) + border_halfchange;
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half border_mask = saturate((sdf_sample - border_loweredge) / (border_upperedge - border_loweredge));
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|
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half fill_halfchange = (abs(ddx(sdf_sample)) + abs(ddy(sdf_sample))) / 2.0;
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half fill_loweredge = (1.0 - _FillSize) - fill_halfchange;
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half fill_upperedge = (1.0 - _FillSize) + fill_halfchange;
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half fill_mask = saturate((sdf_sample - fill_loweredge) / (fill_upperedge - fill_loweredge));
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||||
|
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half3 blend_colour = lerp(_BorderColour, _FillColour, fill_mask);
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|
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return fixed4(blend_colour, border_mask);
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||||
}
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ENDCG
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||||
}
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||||
|
||||
}
|
||||
Fallback "VRChat/Mobile/Standard Lite"
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 425fd677d4694b044973d26bd5f48af5
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@@ -37,7 +37,6 @@ Shader "Carmen/Render Texture UI"
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UNITY_DECLARE_TEX2D(_MainTex);
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float4 _MainTex_ST;
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half4 _Color;
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half4 _Skew;
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||||
|
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struct Data
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||||
{
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||||
|
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@@ -6,245 +6,250 @@
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Shader "Carmen/Maps/SDF Map Borders"
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{
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||||
Properties
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||||
{
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_MainTex ("SDF", 2D) = "white" {}
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||||
_ColourTex ("Country Colours", 2D) = "white" {}
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||||
Properties
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||||
{
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||||
_MainTex ("SDF", 2D) = "white" {}
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||||
_ColourTex ("Country Colours", 2D) = "white" {}
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||||
|
||||
_LineThickness ("Line Thickness", float) = 0.15
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||||
_VerticalLineCorrection ("Vertical Line Correction", float) = 0.0
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||||
}
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||||
_LineThickness ("Line Thickness", float) = 0.15
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||||
_VerticalLineCorrection ("Vertical Line Correction", float) = 0.0
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||||
}
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||||
|
||||
SubShader
|
||||
{
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||||
Tags { "RenderType"="Opaque" }
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||||
LOD 200
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||||
|
||||
CGPROGRAM
|
||||
SubShader
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||||
{
|
||||
Tags { "RenderType"="Opaque" }
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||||
LOD 200
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||||
|
||||
CGPROGRAM
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||||
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||||
#include "UnityCG.cginc"
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#include "UnityPBSLighting.cginc"
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#include "UnityCG.cginc"
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||||
#include "UnityPBSLighting.cginc"
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||||
|
||||
#define _SPECULARHIGHLIGHTS_OFF
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||||
#define _GLOSSYREFLECTIONS_OFF
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||||
#define _SPECULARHIGHLIGHTS_OFF
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||||
#define _GLOSSYREFLECTIONS_OFF
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||||
|
||||
// Use our squeezed BRDF on mobile
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||||
// In general we want FLOAT_MIN to be the smallest value such that (1.0f + FLOAT_MIN) != FLOAT_MIN
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||||
#if defined(SHADER_API_MOBILE)
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||||
#define VRC_BRDF_PBS BRDF2_VRC_PBS
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#define FLOAT_MIN 1e-4
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#else
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#define VRC_BRDF_PBS UNITY_BRDF_PBS
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#define FLOAT_MIN 1e-6
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#endif
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||||
// Use our squeezed BRDF on mobile
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||||
// In general we want FLOAT_MIN to be the smallest value such that (1.0f + FLOAT_MIN) != FLOAT_MIN
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||||
#if defined(SHADER_API_MOBILE)
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#define VRC_BRDF_PBS BRDF2_VRC_PBS
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#define FLOAT_MIN 1e-4
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#else
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#define VRC_BRDF_PBS UNITY_BRDF_PBS
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#define FLOAT_MIN 1e-6
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#endif
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||||
|
||||
#pragma target 4.5
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#pragma surface surf LambertVRC exclude_path:prepass exclude_path:deferred noforwardadd
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||||
#pragma target 4.5
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#pragma surface surf LambertVRC exclude_path:prepass exclude_path:deferred noforwardadd
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||||
|
||||
UNITY_DECLARE_TEX2D(_MainTex);
|
||||
UNITY_DECLARE_TEX2D(_ColourTex);
|
||||
UNITY_DECLARE_TEX2D(_MainTex);
|
||||
UNITY_DECLARE_TEX2D(_ColourTex);
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float _LineThickness;
|
||||
float _VerticalLineCorrection;
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||||
CBUFFER_END
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float _LineThickness;
|
||||
float _VerticalLineCorrection;
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||||
CBUFFER_END
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||||
|
||||
struct SurfaceOutputVRC
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||||
{
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||||
fixed3 Albedo;
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||||
fixed3 Normal;
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||||
fixed3 Emission;
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half Specular;
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||||
fixed Gloss;
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||||
fixed Alpha;
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||||
};
|
||||
struct SurfaceOutputVRC
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||||
{
|
||||
fixed3 Albedo;
|
||||
fixed3 Normal;
|
||||
fixed3 Emission;
|
||||
half Specular;
|
||||
fixed Gloss;
|
||||
fixed Alpha;
|
||||
};
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
half4 colour : COLOR;
|
||||
};
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
half4 colour : COLOR;
|
||||
};
|
||||
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputVRC o)
|
||||
{
|
||||
half linestep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex), _LineThickness + (_VerticalLineCorrection * IN.uv_MainTex.y));
|
||||
o.Albedo = lerp(UNITY_SAMPLE_TEX2D(_ColourTex, IN.uv_MainTex), half4(0.0, 0.0, 0.0, 1.0), linestep);
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||||
o.Alpha = 1.0f;
|
||||
}
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputVRC o)
|
||||
{
|
||||
half linestep_sample = UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex).r;
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||||
half linestep_halfchange = (abs(ddx(linestep_sample)) + abs(ddy(linestep_sample))) / 2.0;
|
||||
half linestep_loweredge = (1.0 - _LineThickness) - linestep_halfchange;
|
||||
half linestep_upperedge = (1.0 - _LineThickness) + linestep_halfchange;
|
||||
half linestep_mask = saturate((linestep_sample - linestep_loweredge) / (linestep_upperedge - linestep_loweredge));
|
||||
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||||
o.Albedo = lerp(UNITY_SAMPLE_TEX2D(_ColourTex, IN.uv_MainTex), half4(0.0, 0.0, 0.0, 1.0), linestep_mask);
|
||||
o.Alpha = 1.0f;
|
||||
}
|
||||
|
||||
|
||||
inline half3 VRC_SafeNormalize(half3 value)
|
||||
{
|
||||
float lenSqr = max((float)dot(value, value), FLOAT_MIN);
|
||||
return value * (half) rsqrt(lenSqr);
|
||||
}
|
||||
inline half3 VRC_SafeNormalize(half3 value)
|
||||
{
|
||||
float lenSqr = max((float)dot(value, value), FLOAT_MIN);
|
||||
return value * (half) rsqrt(lenSqr);
|
||||
}
|
||||
|
||||
inline half shEvaluateDiffuseL1Geomerics(half L0, half3 L1, half3 n)
|
||||
{
|
||||
// avg direction of incoming light
|
||||
half3 R1 = 0.5f * L1;
|
||||
inline half shEvaluateDiffuseL1Geomerics(half L0, half3 L1, half3 n)
|
||||
{
|
||||
// avg direction of incoming light
|
||||
half3 R1 = 0.5f * L1;
|
||||
|
||||
// directional brightness
|
||||
half lenR1 = length(R1);
|
||||
// directional brightness
|
||||
half lenR1 = length(R1);
|
||||
|
||||
// linear angle between normal and direction 0-1, saturate fix from filamented
|
||||
half q = dot(VRC_SafeNormalize(R1), n) * 0.5 + 0.5;
|
||||
q = isnan(q) ? 1 : q;
|
||||
q = saturate(q);
|
||||
// linear angle between normal and direction 0-1, saturate fix from filamented
|
||||
half q = dot(VRC_SafeNormalize(R1), n) * 0.5 + 0.5;
|
||||
q = isnan(q) ? 1 : q;
|
||||
q = saturate(q);
|
||||
|
||||
// power for q
|
||||
// lerps from 1 (linear) to 3 (cubic) based on directionality
|
||||
//half p = 1.0f + 2.0f * lenR1 / L0;
|
||||
// power for q
|
||||
// lerps from 1 (linear) to 3 (cubic) based on directionality
|
||||
//half p = 1.0f + 2.0f * lenR1 / L0;
|
||||
|
||||
// dynamic range constant
|
||||
// should vary between 4 (highly directional) and 0 (ambient)
|
||||
//half a = (1.0f - lenR1 / L0) / (1.0f + lenR1 / L0);
|
||||
// dynamic range constant
|
||||
// should vary between 4 (highly directional) and 0 (ambient)
|
||||
//half a = (1.0f - lenR1 / L0) / (1.0f + lenR1 / L0);
|
||||
|
||||
// negative ambient fix, if L0 <= 0, return 0
|
||||
//return (L0 <= 0.f) ? 0.f : (L0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)));
|
||||
// negative ambient fix, if L0 <= 0, return 0
|
||||
//return (L0 <= 0.f) ? 0.f : (L0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)));
|
||||
|
||||
// optimized reordering. thanks wolfram
|
||||
return (L0 <= 0.f) ? 0.f : ( 4. * lenR1 * pow(q, (2 * lenR1) / L0 + 1) + ( L0 * (L0 - lenR1) )/(L0 + lenR1));
|
||||
}
|
||||
// optimized reordering. thanks wolfram
|
||||
return (L0 <= 0.f) ? 0.f : ( 4. * lenR1 * pow(q, (2 * lenR1) / L0 + 1) + ( L0 * (L0 - lenR1) )/(L0 + lenR1));
|
||||
}
|
||||
|
||||
inline UnityGI UnityGI_BaseVRC(UnityGIInput data, half occlusion, half3 normalWorld, half3 eyeVec, half smoothness, half hasReflProbe)
|
||||
{
|
||||
UnityGI o_gi;
|
||||
inline UnityGI UnityGI_BaseVRC(UnityGIInput data, half occlusion, half3 normalWorld, half3 eyeVec, half smoothness, half hasReflProbe)
|
||||
{
|
||||
UnityGI o_gi;
|
||||
|
||||
// Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
|
||||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
|
||||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
|
||||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
|
||||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
|
||||
data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
|
||||
#endif
|
||||
// Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
|
||||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
|
||||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
|
||||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
|
||||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
|
||||
data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
|
||||
#endif
|
||||
|
||||
o_gi.light = data.light;
|
||||
o_gi.light.color *= data.atten;
|
||||
o_gi.light = data.light;
|
||||
o_gi.light.color *= data.atten;
|
||||
|
||||
#if defined(LIGHTMAP_ON)
|
||||
#if defined(_MONOSH)
|
||||
BakeryMonoSH(o_gi.indirect.diffuse, o_gi.indirect.specular, data.lightmapUV.xy, normalWorld, eyeVec, smoothness, occlusion);
|
||||
#else
|
||||
// Baked lightmaps
|
||||
#if defined(LIGHTMAP_ON)
|
||||
#if defined(_MONOSH)
|
||||
BakeryMonoSH(o_gi.indirect.diffuse, o_gi.indirect.specular, data.lightmapUV.xy, normalWorld, eyeVec, smoothness, occlusion);
|
||||
#else
|
||||
// Baked lightmaps
|
||||
|
||||
half3 bakedColor = half3(1.0, 1.0, 1.0);
|
||||
half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
|
||||
#if defined(FORCE_UNITY_DLDR_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapDoubleLDR(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_RGBM_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapRGBM(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING)
|
||||
bakedColor = bakedColorTex;
|
||||
#else
|
||||
bakedColor = DecodeLightmap(bakedColorTex);
|
||||
#endif
|
||||
half3 bakedColor = half3(1.0, 1.0, 1.0);
|
||||
half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
|
||||
#if defined(FORCE_UNITY_DLDR_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapDoubleLDR(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_RGBM_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapRGBM(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING)
|
||||
bakedColor = bakedColorTex;
|
||||
#else
|
||||
bakedColor = DecodeLightmap(bakedColorTex);
|
||||
#endif
|
||||
|
||||
// Can be set if the renderer has a valid lightmap but the shader doesn't use it
|
||||
#if !defined(UNITY_LIGHTMAP_NONE)
|
||||
#if defined(DIRLIGHTMAP_COMBINED)
|
||||
fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
|
||||
o_gi.indirect.diffuse = DecodeDirectionalLightmap(bakedColor, bakedDirTex, normalWorld);
|
||||
#else // not directional lightmap
|
||||
o_gi.indirect.diffuse = bakedColor;
|
||||
#endif
|
||||
#else
|
||||
o_gi.indirect.diffuse = 1;
|
||||
#endif
|
||||
// Can be set if the renderer has a valid lightmap but the shader doesn't use it
|
||||
#if !defined(UNITY_LIGHTMAP_NONE)
|
||||
#if defined(DIRLIGHTMAP_COMBINED)
|
||||
fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
|
||||
o_gi.indirect.diffuse = DecodeDirectionalLightmap(bakedColor, bakedDirTex, normalWorld);
|
||||
#else // not directional lightmap
|
||||
o_gi.indirect.diffuse = bakedColor;
|
||||
#endif
|
||||
#else
|
||||
o_gi.indirect.diffuse = 1;
|
||||
#endif
|
||||
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#elif defined(UNITY_SHOULD_SAMPLE_SH)
|
||||
o_gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(unity_SHAr.w, unity_SHAr.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(unity_SHAg.w, unity_SHAg.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(unity_SHAb.w, unity_SHAb.xyz, normalWorld);
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#elif defined(UNITY_SHOULD_SAMPLE_SH)
|
||||
o_gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(unity_SHAr.w, unity_SHAr.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(unity_SHAg.w, unity_SHAg.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(unity_SHAb.w, unity_SHAb.xyz, normalWorld);
|
||||
|
||||
#if !defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
UNITY_BRANCH
|
||||
#if !defined(_GLOSSYREFLECTIONS_OFF)
|
||||
if(!any(o_gi.light.color) && !hasReflProbe)
|
||||
#else
|
||||
if(!any(o_gi.light.color))
|
||||
#endif
|
||||
{
|
||||
half3 L0rgb = half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
|
||||
half3x3 L1rgb = half3x3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x,
|
||||
unity_SHAr.y, unity_SHAg.y, unity_SHAb.y,
|
||||
unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
|
||||
half3 L1 = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
|
||||
#if !defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
UNITY_BRANCH
|
||||
#if !defined(_GLOSSYREFLECTIONS_OFF)
|
||||
if(!any(o_gi.light.color) && !hasReflProbe)
|
||||
#else
|
||||
if(!any(o_gi.light.color))
|
||||
#endif
|
||||
{
|
||||
half3 L0rgb = half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
|
||||
half3x3 L1rgb = half3x3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x,
|
||||
unity_SHAr.y, unity_SHAg.y, unity_SHAb.y,
|
||||
unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
|
||||
half3 L1 = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
|
||||
|
||||
half3 dominantDir = VRC_SafeNormalize(L1);
|
||||
half3 dominantDir = VRC_SafeNormalize(L1);
|
||||
|
||||
// Light can be anywhere from 'fully sparse' to 'completely focused' based on how much of it is L0 or L1rgb.
|
||||
half L1len = length(L1);
|
||||
half focus = L1len / (length(L0rgb) + L1len);
|
||||
half specularTerm = ComputeSpecularGGX(dominantDir, eyeVec, normalWorld, smoothness * focus);
|
||||
|
||||
// L0 + L1, the total light energy expected, is the same over the whole mesh. This is a problem with specular highlights
|
||||
// as they have a second peak in the negative direction - normally hidden by the fact that light energy there is normally zero.
|
||||
// Multiplying by non-linear diffuse gives satisfactory results, though isn't particularly physically accurate.
|
||||
// The brightness vs ground truth (a reflection probe) is too low though... closest we can get appears to be
|
||||
// a dimensionless version, shEvaluateDiffuseL1Geometrics but applied to just the ratio.
|
||||
half energyFactor = shEvaluateDiffuseL1Normalized(dot(L0rgb, 1), L1, normalWorld);
|
||||
half3 sh = (L0rgb + mul(dominantDir, L1rgb)) * energyFactor;
|
||||
|
||||
o_gi.indirect.specular = max(specularTerm * sh, 0.0);
|
||||
// Light can be anywhere from 'fully sparse' to 'completely focused' based on how much of it is L0 or L1rgb.
|
||||
half L1len = length(L1);
|
||||
half focus = L1len / (length(L0rgb) + L1len);
|
||||
half specularTerm = ComputeSpecularGGX(dominantDir, eyeVec, normalWorld, smoothness * focus);
|
||||
|
||||
// L0 + L1, the total light energy expected, is the same over the whole mesh. This is a problem with specular highlights
|
||||
// as they have a second peak in the negative direction - normally hidden by the fact that light energy there is normally zero.
|
||||
// Multiplying by non-linear diffuse gives satisfactory results, though isn't particularly physically accurate.
|
||||
// The brightness vs ground truth (a reflection probe) is too low though... closest we can get appears to be
|
||||
// a dimensionless version, shEvaluateDiffuseL1Geometrics but applied to just the ratio.
|
||||
half energyFactor = shEvaluateDiffuseL1Normalized(dot(L0rgb, 1), L1, normalWorld);
|
||||
half3 sh = (L0rgb + mul(dominantDir, L1rgb)) * energyFactor;
|
||||
|
||||
o_gi.indirect.specular = max(specularTerm * sh, 0.0);
|
||||
|
||||
// Reflection Probes use occlusion, direct lights don't. MonoSH and Specular Hack are both somewhere in between,
|
||||
// so we use focus to split the difference - 1.0 is direct, 0.0 is reflection probe, so we invert.
|
||||
o_gi.indirect.specular *= LerpOneTo(occlusion, 1 - focus);
|
||||
}
|
||||
else
|
||||
{
|
||||
o_gi.indirect.specular = 0;
|
||||
}
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse += data.ambient;
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
o_gi.indirect.diffuse = 0;
|
||||
#endif
|
||||
// Reflection Probes use occlusion, direct lights don't. MonoSH and Specular Hack are both somewhere in between,
|
||||
// so we use focus to split the difference - 1.0 is direct, 0.0 is reflection probe, so we invert.
|
||||
o_gi.indirect.specular *= LerpOneTo(occlusion, 1 - focus);
|
||||
}
|
||||
else
|
||||
{
|
||||
o_gi.indirect.specular = 0;
|
||||
}
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse += data.ambient;
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
o_gi.indirect.diffuse = 0;
|
||||
#endif
|
||||
|
||||
return o_gi;
|
||||
}
|
||||
return o_gi;
|
||||
}
|
||||
|
||||
inline fixed4 UnityLambertVRCLight (SurfaceOutputVRC s, UnityLight light)
|
||||
{
|
||||
fixed diff = max (0, dot (s.Normal, light.dir));
|
||||
inline fixed4 UnityLambertVRCLight (SurfaceOutputVRC s, UnityLight light)
|
||||
{
|
||||
fixed diff = max (0, dot (s.Normal, light.dir));
|
||||
|
||||
fixed4 c;
|
||||
c.rgb = s.Albedo * light.color * diff;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
}
|
||||
fixed4 c;
|
||||
c.rgb = s.Albedo * light.color * diff;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
}
|
||||
|
||||
inline fixed4 LightingLambertVRC (SurfaceOutputVRC s, UnityGI gi)
|
||||
{
|
||||
fixed4 c;
|
||||
c = UnityLambertVRCLight (s, gi.light);
|
||||
inline fixed4 LightingLambertVRC (SurfaceOutputVRC s, UnityGI gi)
|
||||
{
|
||||
fixed4 c;
|
||||
c = UnityLambertVRCLight (s, gi.light);
|
||||
|
||||
#if defined(UNITY_LIGHT_FUNCTION_APPLY_INDIRECT)
|
||||
c.rgb += s.Albedo * gi.indirect.diffuse;
|
||||
#endif
|
||||
#if defined(UNITY_LIGHT_FUNCTION_APPLY_INDIRECT)
|
||||
c.rgb += s.Albedo * gi.indirect.diffuse;
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
return c;
|
||||
}
|
||||
|
||||
inline void LightingLambertVRC_GI (
|
||||
SurfaceOutputVRC s,
|
||||
UnityGIInput data,
|
||||
inout UnityGI gi)
|
||||
{
|
||||
gi = UnityGI_BaseVRC(data, 1.0, s.Normal, half3(0, 0, 0), half(0), 0);
|
||||
}
|
||||
inline void LightingLambertVRC_GI (
|
||||
SurfaceOutputVRC s,
|
||||
UnityGIInput data,
|
||||
inout UnityGI gi)
|
||||
{
|
||||
gi = UnityGI_BaseVRC(data, 1.0, s.Normal, half3(0, 0, 0), half(0), 0);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
||||
@@ -1,247 +0,0 @@
|
||||
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
|
||||
|
||||
// Simplified Diffuse shader. Differences from regular Diffuse one:
|
||||
// - no Main Color
|
||||
// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
|
||||
|
||||
Shader "Carmen/Maps/SDF Map Dot"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("SDF", 2D) = "white" {}
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" }
|
||||
LOD 200
|
||||
|
||||
CGPROGRAM
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
|
||||
#define _SPECULARHIGHLIGHTS_OFF
|
||||
#define _GLOSSYREFLECTIONS_OFF
|
||||
|
||||
// Use our squeezed BRDF on mobile
|
||||
// In general we want FLOAT_MIN to be the smallest value such that (1.0f + FLOAT_MIN) != FLOAT_MIN
|
||||
#if defined(SHADER_API_MOBILE)
|
||||
#define VRC_BRDF_PBS BRDF2_VRC_PBS
|
||||
#define FLOAT_MIN 1e-4
|
||||
#else
|
||||
#define VRC_BRDF_PBS UNITY_BRDF_PBS
|
||||
#define FLOAT_MIN 1e-6
|
||||
#endif
|
||||
|
||||
#pragma target 4.5
|
||||
#pragma surface surf LambertVRC alphatest:_Cutoff exclude_path:prepass exclude_path:deferred noforwardadd
|
||||
|
||||
UNITY_DECLARE_TEX2D(_MainTex);
|
||||
UNITY_DECLARE_TEX2D(_ColourTex);
|
||||
|
||||
struct SurfaceOutputVRC
|
||||
{
|
||||
fixed3 Albedo;
|
||||
fixed3 Normal;
|
||||
fixed3 Emission;
|
||||
half Specular;
|
||||
fixed Gloss;
|
||||
fixed Alpha;
|
||||
};
|
||||
|
||||
struct Input
|
||||
{
|
||||
float2 uv_MainTex;
|
||||
half4 colour : COLOR;
|
||||
};
|
||||
|
||||
|
||||
void surf (Input IN, inout SurfaceOutputVRC o)
|
||||
{
|
||||
half alphastep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex), 0.99);
|
||||
if (alphastep < 0.5) discard;
|
||||
|
||||
half dotstep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex), 0.4);
|
||||
o.Albedo = lerp(half4(1.0, 1.0, 1.0, 1.0), half4(0.8, 0.0, 0.0, 1.0), dotstep);
|
||||
o.Alpha = alphastep;
|
||||
|
||||
o.Gloss = 0.0;
|
||||
o.Normal = fixed3(0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
|
||||
inline half3 VRC_SafeNormalize(half3 value)
|
||||
{
|
||||
float lenSqr = max((float)dot(value, value), FLOAT_MIN);
|
||||
return value * (half) rsqrt(lenSqr);
|
||||
}
|
||||
|
||||
inline half shEvaluateDiffuseL1Geomerics(half L0, half3 L1, half3 n)
|
||||
{
|
||||
// avg direction of incoming light
|
||||
half3 R1 = 0.5f * L1;
|
||||
|
||||
// directional brightness
|
||||
half lenR1 = length(R1);
|
||||
|
||||
// linear angle between normal and direction 0-1, saturate fix from filamented
|
||||
half q = dot(VRC_SafeNormalize(R1), n) * 0.5 + 0.5;
|
||||
q = isnan(q) ? 1 : q;
|
||||
q = saturate(q);
|
||||
|
||||
// power for q
|
||||
// lerps from 1 (linear) to 3 (cubic) based on directionality
|
||||
//half p = 1.0f + 2.0f * lenR1 / L0;
|
||||
|
||||
// dynamic range constant
|
||||
// should vary between 4 (highly directional) and 0 (ambient)
|
||||
//half a = (1.0f - lenR1 / L0) / (1.0f + lenR1 / L0);
|
||||
|
||||
// negative ambient fix, if L0 <= 0, return 0
|
||||
//return (L0 <= 0.f) ? 0.f : (L0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)));
|
||||
|
||||
// optimized reordering. thanks wolfram
|
||||
return (L0 <= 0.f) ? 0.f : ( 4. * lenR1 * pow(q, (2 * lenR1) / L0 + 1) + ( L0 * (L0 - lenR1) )/(L0 + lenR1));
|
||||
}
|
||||
|
||||
inline UnityGI UnityGI_BaseVRC(UnityGIInput data, half occlusion, half3 normalWorld, half3 eyeVec, half smoothness, half hasReflProbe)
|
||||
{
|
||||
UnityGI o_gi;
|
||||
|
||||
// Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
|
||||
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
|
||||
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
|
||||
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
|
||||
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
|
||||
data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
|
||||
#endif
|
||||
|
||||
o_gi.light = data.light;
|
||||
o_gi.light.color *= data.atten;
|
||||
|
||||
#if defined(LIGHTMAP_ON)
|
||||
#if defined(_MONOSH)
|
||||
BakeryMonoSH(o_gi.indirect.diffuse, o_gi.indirect.specular, data.lightmapUV.xy, normalWorld, eyeVec, smoothness, occlusion);
|
||||
#else
|
||||
// Baked lightmaps
|
||||
|
||||
half3 bakedColor = half3(1.0, 1.0, 1.0);
|
||||
half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
|
||||
#if defined(FORCE_UNITY_DLDR_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapDoubleLDR(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_RGBM_LIGHTMAP_ENCODING)
|
||||
bakedColor = DecodeLightmapRGBM(bakedColorTex, unity_Lightmap_HDR);
|
||||
#elif defined(FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING)
|
||||
bakedColor = bakedColorTex;
|
||||
#else
|
||||
bakedColor = DecodeLightmap(bakedColorTex);
|
||||
#endif
|
||||
|
||||
// Can be set if the renderer has a valid lightmap but the shader doesn't use it
|
||||
#if !defined(UNITY_LIGHTMAP_NONE)
|
||||
#if defined(DIRLIGHTMAP_COMBINED)
|
||||
fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
|
||||
o_gi.indirect.diffuse = DecodeDirectionalLightmap(bakedColor, bakedDirTex, normalWorld);
|
||||
#else // not directional lightmap
|
||||
o_gi.indirect.diffuse = bakedColor;
|
||||
#endif
|
||||
#else
|
||||
o_gi.indirect.diffuse = 1;
|
||||
#endif
|
||||
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#elif defined(UNITY_SHOULD_SAMPLE_SH)
|
||||
o_gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(unity_SHAr.w, unity_SHAr.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(unity_SHAg.w, unity_SHAg.xyz, normalWorld);
|
||||
o_gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(unity_SHAb.w, unity_SHAb.xyz, normalWorld);
|
||||
|
||||
#if !defined(_SPECULARHIGHLIGHTS_OFF)
|
||||
UNITY_BRANCH
|
||||
#if !defined(_GLOSSYREFLECTIONS_OFF)
|
||||
if(!any(o_gi.light.color) && !hasReflProbe)
|
||||
#else
|
||||
if(!any(o_gi.light.color))
|
||||
#endif
|
||||
{
|
||||
half3 L0rgb = half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
|
||||
half3x3 L1rgb = half3x3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x,
|
||||
unity_SHAr.y, unity_SHAg.y, unity_SHAb.y,
|
||||
unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
|
||||
half3 L1 = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
|
||||
|
||||
half3 dominantDir = VRC_SafeNormalize(L1);
|
||||
|
||||
// Light can be anywhere from 'fully sparse' to 'completely focused' based on how much of it is L0 or L1rgb.
|
||||
half L1len = length(L1);
|
||||
half focus = L1len / (length(L0rgb) + L1len);
|
||||
half specularTerm = ComputeSpecularGGX(dominantDir, eyeVec, normalWorld, smoothness * focus);
|
||||
|
||||
// L0 + L1, the total light energy expected, is the same over the whole mesh. This is a problem with specular highlights
|
||||
// as they have a second peak in the negative direction - normally hidden by the fact that light energy there is normally zero.
|
||||
// Multiplying by non-linear diffuse gives satisfactory results, though isn't particularly physically accurate.
|
||||
// The brightness vs ground truth (a reflection probe) is too low though... closest we can get appears to be
|
||||
// a dimensionless version, shEvaluateDiffuseL1Geometrics but applied to just the ratio.
|
||||
half energyFactor = shEvaluateDiffuseL1Normalized(dot(L0rgb, 1), L1, normalWorld);
|
||||
half3 sh = (L0rgb + mul(dominantDir, L1rgb)) * energyFactor;
|
||||
|
||||
o_gi.indirect.specular = max(specularTerm * sh, 0.0);
|
||||
|
||||
// Reflection Probes use occlusion, direct lights don't. MonoSH and Specular Hack are both somewhere in between,
|
||||
// so we use focus to split the difference - 1.0 is direct, 0.0 is reflection probe, so we invert.
|
||||
o_gi.indirect.specular *= LerpOneTo(occlusion, 1 - focus);
|
||||
}
|
||||
else
|
||||
{
|
||||
o_gi.indirect.specular = 0;
|
||||
}
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
#endif
|
||||
o_gi.indirect.diffuse += data.ambient;
|
||||
o_gi.indirect.diffuse *= occlusion;
|
||||
#else
|
||||
o_gi.indirect.specular = 0;
|
||||
o_gi.indirect.diffuse = 0;
|
||||
#endif
|
||||
|
||||
return o_gi;
|
||||
}
|
||||
|
||||
inline fixed4 UnityLambertVRCLight (SurfaceOutputVRC s, UnityLight light)
|
||||
{
|
||||
fixed diff = max (0, dot (s.Normal, light.dir));
|
||||
|
||||
fixed4 c;
|
||||
c.rgb = s.Albedo * light.color * diff;
|
||||
c.a = s.Alpha;
|
||||
return c;
|
||||
}
|
||||
|
||||
inline fixed4 LightingLambertVRC (SurfaceOutputVRC s, UnityGI gi)
|
||||
{
|
||||
fixed4 c;
|
||||
c = UnityLambertVRCLight (s, gi.light);
|
||||
|
||||
#if defined(UNITY_LIGHT_FUNCTION_APPLY_INDIRECT)
|
||||
c.rgb += s.Albedo * gi.indirect.diffuse;
|
||||
#endif
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
inline void LightingLambertVRC_GI (
|
||||
SurfaceOutputVRC s,
|
||||
UnityGIInput data,
|
||||
inout UnityGI gi)
|
||||
{
|
||||
gi = UnityGI_BaseVRC(data, 1.0, s.Normal, half3(0, 0, 0), half(0), 0);
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
@@ -11,101 +11,120 @@
|
||||
|
||||
Shader "Carmen/SDF/The Chase"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_MainTex ("SDF", 2D) = "white" {}
|
||||
|
||||
[ShowAsVector2] _Skew ("Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
|
||||
[ShowAsVector2] _Skew ("Skew", Vector) = (0.0, 0.0, 0.0, 0.0)
|
||||
|
||||
_LeftColour ("Left Colour", Color) = (1.0, 0.0, 0.0, 1.0)
|
||||
_RightColour ("Right Colour", Color) = (0.0, 0.0, 1.0, 1.0)
|
||||
|
||||
_LeftLineColour ("Left Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
|
||||
_RightLineColour ("Right Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
|
||||
_LeftLineColour ("Left Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
|
||||
_RightLineColour ("Right Line Colour", Color) = (0.0, 0.0, 0.0, 1.0)
|
||||
_LineThickness ("Line Thickness", float) = 0.25
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Overlay" "RenderType"="Opaque" "CanUseSpriteAtlas"="True" }
|
||||
LOD 200
|
||||
_TextThickness ("Text Thickness", float) = 0.1
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags { "Queue"="Overlay" "RenderType"="Transparent" "CanUseSpriteAtlas"="True" }
|
||||
LOD 200
|
||||
|
||||
Pass {
|
||||
Cull Back
|
||||
Lighting Off
|
||||
//ZWrite Off
|
||||
//ZTest Always
|
||||
Pass {
|
||||
Cull Back
|
||||
Lighting Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ZWrite Off
|
||||
//ZTest Always
|
||||
|
||||
CGPROGRAM
|
||||
#include "UnityCG.cginc"
|
||||
CGPROGRAM
|
||||
#include "UnityCG.cginc"
|
||||
#pragma target 4.5
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
UNITY_DECLARE_TEX2D(_MainTex);
|
||||
float4 _MainTex_ST;
|
||||
float4 _MainTex_ST;
|
||||
|
||||
half4 _Skew;
|
||||
half4 _Skew;
|
||||
half4 _LeftColour;
|
||||
half4 _RightColour;
|
||||
|
||||
half4 _LeftLineColour;
|
||||
half4 _RightLineColour;
|
||||
float _LineThickness;
|
||||
half4 _LeftLineColour;
|
||||
half4 _RightLineColour;
|
||||
half _LineThickness;
|
||||
half _TextThickness;
|
||||
|
||||
struct Data
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
struct Data
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct V2F
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
struct V2F
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
V2F vert(Data v)
|
||||
{
|
||||
V2F o;
|
||||
V2F vert(Data v)
|
||||
{
|
||||
V2F o;
|
||||
|
||||
// Skew and scale as needed
|
||||
float4x4 skewmatrix = float4x4(
|
||||
1.0, _Skew.x, 0.0, 0.0,
|
||||
_Skew.y, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
o.position = mul(skewmatrix, v.vertex);
|
||||
o.position = mul(UNITY_MATRIX_P,
|
||||
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
|
||||
+ float4(o.position.x, o.position.y, 0.0, 0.0)
|
||||
* float4(
|
||||
length(unity_ObjectToWorld._m00_m10_m20),
|
||||
length(unity_ObjectToWorld._m01_m11_m21),
|
||||
1.0, 1.0));
|
||||
// Skew and scale as needed
|
||||
float4x4 skewmatrix = float4x4(
|
||||
1.0, _Skew.x, 0.0, 0.0,
|
||||
_Skew.y, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
o.position = mul(skewmatrix, v.vertex);
|
||||
o.position = mul(UNITY_MATRIX_P,
|
||||
mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0))
|
||||
+ float4(o.position.x, o.position.y, 0.0, 0.0)
|
||||
* float4(
|
||||
length(unity_ObjectToWorld._m00_m10_m20),
|
||||
length(unity_ObjectToWorld._m01_m11_m21),
|
||||
1.0, 1.0));
|
||||
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
|
||||
return o;
|
||||
}
|
||||
return o;
|
||||
}
|
||||
|
||||
fixed4 frag(V2F i) : SV_TARGET
|
||||
{
|
||||
half texsample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
|
||||
fixed4 frag(V2F i) : SV_TARGET
|
||||
{
|
||||
half sdf_sample = UNITY_SAMPLE_TEX2D(_MainTex, i.uv).r;
|
||||
half sdf_halfchange = (abs(ddx(sdf_sample)) + abs(ddy(sdf_sample))) / 2.0;
|
||||
|
||||
half alphastep = step(texsample, _LineThickness);
|
||||
if (alphastep < 0.5) discard;
|
||||
half alphastep_loweredge = (1.0 - _LineThickness) - sdf_halfchange;
|
||||
half alphastep_upperedge = (1.0 - _LineThickness) + sdf_halfchange;
|
||||
half alphastep = saturate((sdf_sample - alphastep_loweredge) / (alphastep_upperedge - alphastep_loweredge));
|
||||
|
||||
half linestep = step(texsample, 0.1);
|
||||
half uvrange = i.uv.x % 1.0;
|
||||
return lerp(
|
||||
lerp(_LeftLineColour, _RightLineColour, uvrange),
|
||||
lerp(_LeftColour, _RightColour, uvrange),
|
||||
linestep);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
half textstep_loweredge = (1.0 - _TextThickness) - sdf_halfchange;
|
||||
half textstep_upperedge = (1.0 - _TextThickness) + sdf_halfchange;
|
||||
half textstep = saturate((sdf_sample - textstep_loweredge) / (textstep_upperedge - textstep_loweredge));
|
||||
|
||||
half uvrange = i.uv.x % 1.0;
|
||||
|
||||
half3 outline = lerp(_LeftLineColour.rgb, _RightLineColour.rgb, uvrange);
|
||||
half3 fill = lerp(_LeftColour.rgb, _RightColour.rgb, uvrange);
|
||||
|
||||
return fixed4(lerp(outline, fill, textstep).rgb, alphastep);
|
||||
|
||||
//half alphastep = step(texsample, _LineThickness);
|
||||
//if (alphastep < 0.5) discard;
|
||||
|
||||
// half linestep = step(texsample, 0.1);
|
||||
// half uvrange = i.uv.x % 1.0;
|
||||
// return lerp(
|
||||
// lerp(_LeftLineColour, _RightLineColour, uvrange),
|
||||
// lerp(_LeftColour, _RightColour, uvrange),
|
||||
// linestep);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
Shader "Custom/ScreenNoise"
|
||||
Shader "Custom/Screen Noise"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user