Arturo Nereu
5 年前
当前提交
ff141eb8
共有 12 个文件被更改,包括 845 次插入 和 0 次删除
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91Assets/Shaders/Materials/TransparentShadowReceiver.mat
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8Assets/Shaders/Materials/TransparentShadowReceiver.mat.meta
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485Assets/Shaders/Scenes/Shaders Test Bed.unity
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7Assets/Shaders/Scenes/Shaders Test Bed.unity.meta
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95Assets/Shaders/Shader Graphs/CustomShadow.hlsl
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9Assets/Shaders/Shader Graphs/CustomShadow.hlsl.meta
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140Assets/Shaders/Shaders/PlaneShadowReceiver.shadergraph
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10Assets/Shaders/Shaders/PlaneShadowReceiver.shadergraph.meta
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#ifndef CUSTOM_LIGHTING_INCLUDED |
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#define CUSTOM_LIGHTING_INCLUDED |
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|
|||
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); |
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Color = 1; |
|||
DistanceAtten = 1; |
|||
ShadowAtten = 1; |
|||
#else |
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#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 |
|||
} |
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|
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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 |
|||
} |
|||
|
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// |
|||
//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; |
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// Specular = specularColor; |
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//} |
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|
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#endif |
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140
Assets/Shaders/Shaders/PlaneShadowReceiver.shadergraph
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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