CarmenSandiego/Assets/Shaders/SDF Map Marker Lamp.shader
Jamie Greunbaum 4fad27ce19 - Map markers have a lit texture when they are on the correct location.
- Markers now expire when they end up finding no collisions for long enough.
2025-06-25 16:41:24 -04:00

209 lines
7.2 KiB
GLSL

Shader "Carmen/Map/Marker Lamp"
{
Properties
{
_MainTex("Albedo(RGB)", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
[NoScaleOffset] _MetallicGlossMap("Metallic(R) Smoothness(A) Map", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 1.0
_Glossiness("Smoothness", Range(0.0, 1.0)) = 1.0
_BumpScale("Scale", Float) = 1.0
[NoScaleOffset] _BumpMap("Normal Map", 2D) = "bump" {}
[NoScaleOffset] _OcclusionMap("Occlusion(G)", 2D) = "white" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
[NoScaleOffset] _EmissionMap("Emission(RGB)", 2D) = "white" {}
_EmissionColor("Emission Color", Color) = (0, 0, 0)
[Enum(UV0,0,UV1,1)] _UVSec ("UV Set for secondary textures", Float) = 0
[NoScaleOffset] _DetailMask("Detail Mask(A)", 2D) = "white" {}
_DetailAlbedoMap("Detail Albedo x2(RGB)", 2D) = "grey" {}
_DetailNormalMapScale("Scale", Float) = 1.0
[NoScaleOffset] _DetailNormalMap("Detail Normal Map", 2D) = "bump" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 0
[ToggleOff] _GlossyReflections("Glossy Reflections", Float) = 0
[Toggle(_ENABLE_GEOMETRIC_SPECULAR_AA)] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 1.0
_SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1
_SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2
[Enum(Default,0,MonoSH,1,MonoSH (no highlights),2)] _LightmapType ("Lightmap Type", Float) = 0
// TODO: This has questionable performance impact on Mobile but very little discernable impact on PC. Should
// make a toggle once we have properly branched compilation between those platforms, that's PC-only
[Toggle(_BICUBIC)] _Bicubic ("Enable Bicubic Sampling", Float) = 0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
//#define _DEBUG_VRC
#ifdef _DEBUG_VRC
#define DEBUG_COL(rgb) debugCol = half4(rgb, 1)
#define DEBUG_VAL(val) debugCol = half4(val, val, val, 1)
half4 debugCol = half4(0,0,0,1);
#else
#define DEBUG_COL(rgb)
#define DEBUG_VAL(val)
#endif
#pragma target 3.0
#pragma multi_compile_fragment _ _EMISSION
#pragma multi_compile _ _DETAIL
#pragma multi_compile_fragment _ _SPECULARHIGHLIGHTS_OFF
#pragma multi_compile_fragment _ _GLOSSYREFLECTIONS_OFF
#pragma multi_compile_fragment _ _MONOSH_SPECULAR _MONOSH_NOSPECULAR
#pragma multi_compile_fragment _ _ENABLE_GEOMETRIC_SPECULAR_AA
#pragma dynamic_branch_local_fragment _ DISABLE_VERTEX_COLORING
//SDK-SYNC-IGNORE-LINE - unused variants in SDK projects - #pragma multi_compile_fragment _ FORCE_UNITY_DLDR_LIGHTMAP_ENCODING FORCE_UNITY_RGBM_LIGHTMAP_ENCODING FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING UNITY_LIGHTMAP_NONE
//#pragma multi_compile _ _BICUBIC
#if defined(LIGHTMAP_ON)
#if defined(_MONOSH_SPECULAR) || defined(_MONOSH_NOSPECULAR)
#define _MONOSH
#if defined(_MONOSH_SPECULAR)
#define _LMSPEC
#endif
#endif
#endif
#include "/Packages/com.vrchat.base/Runtime/VRCSDK/Sample Assets/Shaders/Mobile/VRChat.cginc"
#pragma surface surf StandardVRC vertex:vert exclude_path:prepass exclude_path:deferred noforwardadd noshadow nodynlightmap nolppv noshadowmask
#pragma skip_variants LIGHTMAP_SHADOW_MIXING
// -------------------------------------
struct Input
{
float2 texcoord0;
#ifdef _DETAIL
float2 texcoord1;
#endif
fixed4 color : COLOR;
};
UNITY_DECLARE_TEX2D(_MainTex);
float4 _MainTex_ST;
half4 _Color;
UNITY_DECLARE_TEX2D(_MetallicGlossMap);
uniform half _Glossiness;
uniform half _Metallic;
UNITY_DECLARE_TEX2D(_BumpMap);
uniform half _BumpScale;
UNITY_DECLARE_TEX2D(_OcclusionMap);
uniform half _OcclusionStrength;
uniform half _SpecularAAScreenSpaceVariance;
uniform half _SpecularAAThreshold;
#ifdef _EMISSION
UNITY_DECLARE_TEX2D(_EmissionMap);
half4 _EmissionColor;
#endif
#ifdef _DETAIL
uniform half _UVSec;
float4 _DetailAlbedoMap_ST;
UNITY_DECLARE_TEX2D(_DetailMask);
UNITY_DECLARE_TEX2D(_DetailAlbedoMap);
UNITY_DECLARE_TEX2D(_DetailNormalMap);
uniform half _DetailNormalMapScale;
#endif
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
// -------------------------------------
void vert(inout appdata_full v, out Input o)
{
UNITY_INITIALIZE_OUTPUT(Input,o);
o.texcoord0 = TRANSFORM_TEX(v.texcoord.xy, _MainTex); // Always source from uv0
#ifdef _DETAIL
o.texcoord1 = TRANSFORM_TEX(((_UVSec == 0) ? v.texcoord.xy : v.texcoord1.xy), _DetailAlbedoMap);
#endif
}
void surf(Input IN, inout SurfaceOutputStandardVRC o)
{
// Albedo comes from a texture tinted by color
half4 albedoMap = UNITY_SAMPLE_TEX2D(_MainTex, IN.texcoord0) * _Color;
if(!DISABLE_VERTEX_COLORING)
albedoMap *= IN.color;
o.Albedo = albedoMap.rgb;
// Metallic and smoothness come from slider variables
half4 metallicGlossMap = UNITY_SAMPLE_TEX2D(_MetallicGlossMap, IN.texcoord0);
o.Metallic = metallicGlossMap.r * _Metallic;
o.Smoothness = metallicGlossMap.a * _Glossiness;
// Occlusion is sampled from the Green channel to match up with Standard. Can be packed to Metallic if you insert it into multiple slots.
o.Occlusion = LerpOneTo(UNITY_SAMPLE_TEX2D(_OcclusionMap, IN.texcoord0).g, _OcclusionStrength);
// only takes into account directional lights, so only use if using noforwardadd!
float dx0 = ddx(IN.texcoord0);
float dy0 = ddy(IN.texcoord0);
#if defined(LIGHTMAP_ON) && !defined(_MONOSH) && !defined(DIRLIGHTMAP_COMBINED) && defined(_GLOSSYREFLECTIONS_OFF)
UNITY_BRANCH if (any(_LightColor0.xyz))
#else
if (true)
#endif
{
o.Normal = UnpackScaleNormal(SAMPLE_TEXTURE2D_GRAD(_BumpMap, sampler_BumpMap, IN.texcoord0, dx0, dy0), _BumpScale);
} else {
o.Normal = half3(0, 0, 1);
}
#ifdef _ENABLE_GEOMETRIC_SPECULAR_AA
o.SpecularAAVariance = _SpecularAAScreenSpaceVariance;
o.SpecularAAThreshold = _SpecularAAThreshold;
#endif
#ifdef _DETAIL
half4 detailMask = UNITY_SAMPLE_TEX2D(_DetailMask, IN.texcoord0);
float dx1 = ddx(IN.texcoord1);
float dy1 = ddy(IN.texcoord1);
UNITY_BRANCH
if (detailMask.a > 0)
{
half4 detailAlbedoMap = SAMPLE_TEXTURE2D_GRAD(_DetailAlbedoMap, sampler_DetailAlbedoMap, IN.texcoord1, dx1, dy1);
o.Albedo *= LerpWhiteTo(detailAlbedoMap.rgb * unity_ColorSpaceDouble.rgb, detailMask.a);
#if defined(LIGHTMAP_ON) && !defined(_MONOSH) && !defined(DIRLIGHTMAP_COMBINED) && defined(_GLOSSYREFLECTIONS_OFF)
UNITY_BRANCH if (any(_LightColor0.xyz))
#else
if (true)
#endif
{
half3 detailNormalTangent = UnpackScaleNormal(SAMPLE_TEXTURE2D_GRAD(_DetailNormalMap, sampler_DetailNormalMap, IN.texcoord1, dx1, dy1), _DetailNormalMapScale);
o.Normal = lerp(o.Normal, BlendNormals(o.Normal, detailNormalTangent), detailMask.a);
}
}
#endif
#ifdef _EMISSION
o.Emission = _EmissionColor * frac(sin(_Time * 150.0) / 2.0 + 1.5);
#endif
}
ENDCG
}
FallBack "VRChat/Mobile/Diffuse"
CustomEditor "StandardLiteShaderGUI"
}