- Added the missing Top Grunge portrait and intro theme. - Added In Jail and Video Music Clue sound effects.
243 lines
10 KiB
Plaintext
243 lines
10 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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// Simplified Diffuse shader. Differences from regular Diffuse one:
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// - no Main Color
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// - fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
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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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}
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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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#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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// 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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UNITY_DECLARE_TEX2D(_MainTex);
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UNITY_DECLARE_TEX2D(_ColourTex);
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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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};
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struct Input
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{
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float2 uv_MainTex;
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half4 colour : COLOR;
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};
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void surf (Input IN, inout SurfaceOutputVRC o)
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{
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half linestep = step(UNITY_SAMPLE_TEX2D(_MainTex, IN.uv_MainTex), 0.0075);
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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;
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}
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inline half3 VRC_SafeNormalize(half3 value)
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{
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float lenSqr = max((float)dot(value, value), FLOAT_MIN);
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return value * (half) rsqrt(lenSqr);
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}
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inline half shEvaluateDiffuseL1Geomerics(half L0, half3 L1, half3 n)
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{
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// avg direction of incoming light
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half3 R1 = 0.5f * L1;
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// directional brightness
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half lenR1 = length(R1);
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// linear angle between normal and direction 0-1, saturate fix from filamented
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half q = dot(VRC_SafeNormalize(R1), n) * 0.5 + 0.5;
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q = isnan(q) ? 1 : q;
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q = saturate(q);
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// power for q
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// lerps from 1 (linear) to 3 (cubic) based on directionality
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//half p = 1.0f + 2.0f * lenR1 / L0;
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// dynamic range constant
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// should vary between 4 (highly directional) and 0 (ambient)
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//half a = (1.0f - lenR1 / L0) / (1.0f + lenR1 / L0);
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// negative ambient fix, if L0 <= 0, return 0
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//return (L0 <= 0.f) ? 0.f : (L0 * (a + (1.0f - a) * (p + 1.0f) * pow(q, p)));
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// optimized reordering. thanks wolfram
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return (L0 <= 0.f) ? 0.f : ( 4. * lenR1 * pow(q, (2 * lenR1) / L0 + 1) + ( L0 * (L0 - lenR1) )/(L0 + lenR1));
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}
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inline UnityGI UnityGI_BaseVRC(UnityGIInput data, half occlusion, half3 normalWorld, half3 eyeVec, half smoothness, half hasReflProbe)
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{
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UnityGI o_gi;
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// Base pass with Lightmap support is responsible for handling ShadowMask / blending here for performance reason
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#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
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half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
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float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
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float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
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data.atten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
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#endif
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o_gi.light = data.light;
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o_gi.light.color *= data.atten;
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#if defined(LIGHTMAP_ON)
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#if defined(_MONOSH)
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BakeryMonoSH(o_gi.indirect.diffuse, o_gi.indirect.specular, data.lightmapUV.xy, normalWorld, eyeVec, smoothness, occlusion);
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#else
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// Baked lightmaps
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half3 bakedColor = half3(1.0, 1.0, 1.0);
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half4 bakedColorTex = UNITY_SAMPLE_TEX2D(unity_Lightmap, data.lightmapUV.xy);
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#if defined(FORCE_UNITY_DLDR_LIGHTMAP_ENCODING)
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bakedColor = DecodeLightmapDoubleLDR(bakedColorTex, unity_Lightmap_HDR);
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#elif defined(FORCE_UNITY_RGBM_LIGHTMAP_ENCODING)
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bakedColor = DecodeLightmapRGBM(bakedColorTex, unity_Lightmap_HDR);
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#elif defined(FORCE_UNITY_LIGHTMAP_FULL_HDR_ENCODING)
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bakedColor = bakedColorTex;
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#else
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bakedColor = DecodeLightmap(bakedColorTex);
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#endif
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// Can be set if the renderer has a valid lightmap but the shader doesn't use it
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#if !defined(UNITY_LIGHTMAP_NONE)
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#if defined(DIRLIGHTMAP_COMBINED)
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fixed4 bakedDirTex = UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd, unity_Lightmap, data.lightmapUV.xy);
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o_gi.indirect.diffuse = DecodeDirectionalLightmap(bakedColor, bakedDirTex, normalWorld);
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#else // not directional lightmap
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o_gi.indirect.diffuse = bakedColor;
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#endif
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#else
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o_gi.indirect.diffuse = 1;
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#endif
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o_gi.indirect.specular = 0;
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#endif
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o_gi.indirect.diffuse *= occlusion;
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#elif defined(UNITY_SHOULD_SAMPLE_SH)
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o_gi.indirect.diffuse.r = shEvaluateDiffuseL1Geomerics(unity_SHAr.w, unity_SHAr.xyz, normalWorld);
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o_gi.indirect.diffuse.g = shEvaluateDiffuseL1Geomerics(unity_SHAg.w, unity_SHAg.xyz, normalWorld);
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o_gi.indirect.diffuse.b = shEvaluateDiffuseL1Geomerics(unity_SHAb.w, unity_SHAb.xyz, normalWorld);
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#if !defined(_SPECULARHIGHLIGHTS_OFF)
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UNITY_BRANCH
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#if !defined(_GLOSSYREFLECTIONS_OFF)
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if(!any(o_gi.light.color) && !hasReflProbe)
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#else
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if(!any(o_gi.light.color))
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#endif
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{
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half3 L0rgb = half3(unity_SHAr.w, unity_SHAg.w, unity_SHAb.w);
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half3x3 L1rgb = half3x3(unity_SHAr.x, unity_SHAg.x, unity_SHAb.x,
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unity_SHAr.y, unity_SHAg.y, unity_SHAb.y,
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unity_SHAr.z, unity_SHAg.z, unity_SHAb.z);
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half3 L1 = unity_SHAr.xyz + unity_SHAg.xyz + unity_SHAb.xyz;
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half3 dominantDir = VRC_SafeNormalize(L1);
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// Light can be anywhere from 'fully sparse' to 'completely focused' based on how much of it is L0 or L1rgb.
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half L1len = length(L1);
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half focus = L1len / (length(L0rgb) + L1len);
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half specularTerm = ComputeSpecularGGX(dominantDir, eyeVec, normalWorld, smoothness * focus);
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// L0 + L1, the total light energy expected, is the same over the whole mesh. This is a problem with specular highlights
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// as they have a second peak in the negative direction - normally hidden by the fact that light energy there is normally zero.
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// Multiplying by non-linear diffuse gives satisfactory results, though isn't particularly physically accurate.
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// The brightness vs ground truth (a reflection probe) is too low though... closest we can get appears to be
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// a dimensionless version, shEvaluateDiffuseL1Geometrics but applied to just the ratio.
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half energyFactor = shEvaluateDiffuseL1Normalized(dot(L0rgb, 1), L1, normalWorld);
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half3 sh = (L0rgb + mul(dominantDir, L1rgb)) * energyFactor;
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o_gi.indirect.specular = max(specularTerm * sh, 0.0);
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// Reflection Probes use occlusion, direct lights don't. MonoSH and Specular Hack are both somewhere in between,
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// so we use focus to split the difference - 1.0 is direct, 0.0 is reflection probe, so we invert.
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o_gi.indirect.specular *= LerpOneTo(occlusion, 1 - focus);
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}
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else
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{
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o_gi.indirect.specular = 0;
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}
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#else
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o_gi.indirect.specular = 0;
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#endif
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o_gi.indirect.diffuse += data.ambient;
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o_gi.indirect.diffuse *= occlusion;
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#else
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o_gi.indirect.specular = 0;
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o_gi.indirect.diffuse = 0;
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#endif
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return o_gi;
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}
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inline fixed4 UnityLambertVRCLight (SurfaceOutputVRC s, UnityLight light)
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{
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fixed diff = max (0, dot (s.Normal, light.dir));
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fixed4 c;
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c.rgb = s.Albedo * light.color * diff;
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c.a = s.Alpha;
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return c;
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}
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inline fixed4 LightingLambertVRC (SurfaceOutputVRC s, UnityGI gi)
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{
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fixed4 c;
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c = UnityLambertVRCLight (s, gi.light);
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#if defined(UNITY_LIGHT_FUNCTION_APPLY_INDIRECT)
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c.rgb += s.Albedo * gi.indirect.diffuse;
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#endif
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return c;
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}
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inline void LightingLambertVRC_GI (
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SurfaceOutputVRC s,
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UnityGIInput data,
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inout UnityGI gi)
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{
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gi = UnityGI_BaseVRC(data, 1.0, s.Normal, half3(0, 0, 0), half(0), 0);
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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