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Added Transparent Shadow receiver shader

/ARCoreShaderFog
Arturo Nereu 4 年前
当前提交
dc12f6dd
共有 17 个文件被更改,包括 1049 次插入4 次删除
  1. 8
      Assets/Shaders/URP/UniversalRenderPipelineAsset.asset
  2. 8
      Assets/Shaders/Materials.meta
  3. 8
      Assets/Shaders/Scenes.meta
  4. 8
      Assets/Shaders/Shader Graphs.meta
  5. 91
      Assets/Shaders/Materials/PlaneShadowReceiver.mat
  6. 8
      Assets/Shaders/Materials/PlaneShadowReceiver.mat.meta
  7. 90
      Assets/Shaders/Materials/Red.mat
  8. 8
      Assets/Shaders/Materials/Red.mat.meta
  9. 625
      Assets/Shaders/Scenes/Testbed.unity
  10. 7
      Assets/Shaders/Scenes/Testbed.unity.meta
  11. 94
      Assets/Shaders/Shader Graphs/CustomShadow.hlsl
  12. 9
      Assets/Shaders/Shader Graphs/CustomShadow.hlsl.meta
  13. 79
      Assets/Shaders/Shader Graphs/PlaneShadowReceiver.shadergraph
  14. 10
      Assets/Shaders/Shader Graphs/PlaneShadowReceiver.shadergraph.meta

8
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Assets/Shaders/Scenes/Testbed.unity.meta


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94
Assets/Shaders/Shader Graphs/CustomShadow.hlsl


#ifndef CUSTOM_LIGHTING_INCLUDED
#define CUSTOM_LIGHTING_INCLUDED
void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = float3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
#if SHADOWS_SCREEN
float4 clipPos = TransformWorldToHClip(WorldPos);
float4 shadowCoord = ComputeScreenPos(clipPos);
#else
float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
#endif
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = mainLight.shadowAttenuation;
#endif
}
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = half3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
#if SHADOWS_SCREEN
half4 clipPos = TransformWorldToHClip(WorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
#else
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
#endif
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = mainLight.shadowAttenuation;
#endif
}
void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
{
float3 diffuseColor = 0;
float3 specularColor = 0;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, float4(SpecColor, 0), Smoothness);
}
#endif
Diffuse = diffuseColor;
Specular = specularColor;
}
void AdditionalLights_half(half3 SpecColor, half Smoothness, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Diffuse, out half3 Specular)
{
half3 diffuseColor = 0;
half3 specularColor = 0;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
int pixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < pixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, WorldPosition);
half3 attenuatedLightColor = light.color * (light.distanceAttenuation * light.shadowAttenuation);
diffuseColor += LightingLambert(attenuatedLightColor, light.direction, WorldNormal);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness);
}
#endif
Diffuse = diffuseColor;
Specular = specularColor;
}
#endif

9
Assets/Shaders/Shader Graphs/CustomShadow.hlsl.meta


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79
Assets/Shaders/Shader Graphs/PlaneShadowReceiver.shadergraph
文件差异内容过多而无法显示
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10
Assets/Shaders/Shader Graphs/PlaneShadowReceiver.shadergraph.meta


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