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Shaders simplification

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Ciro Continisio 4 年前
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b197acbf
共有 11 个文件被更改,包括 285 次插入280 次删除
  1. 15
      UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.hlsl
  2. 34
      UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph
  3. 26
      UOP1_Project/Assets/Shaders/SubGraphs/MainLight.shadersubgraph
  4. 262
      UOP1_Project/Assets/Shaders/SubGraphs/ToonLightingModel.shadersubgraph
  5. 140
      UOP1_Project/Assets/Shaders/SubGraphs/ToonShading.shadersubgraph
  6. 20
      UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLightsToon.shadersubgraph
  7. 8
      UOP1_Project/Assets/Shaders/Toon.shadergraph
  8. 48
      UOP1_Project/Assets/Shaders/Toon_RandomPositionTint.shadergraph
  9. 12
      UOP1_Project/Assets/Shaders/Toon_Wind.shadergraph
  10. 0
      /UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLightsToon.shadersubgraph.meta
  11. 0
      /UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLightsToon.shadersubgraph

15
UOP1_Project/Assets/Shaders/CustomHLSL/CustomLighting.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)
void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float ShadowAtten)
DistanceAtten = 1;
ShadowAtten = 1;
#else
float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);

Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
#if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF)
ShadowAtten = 1.0h;

}
void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out)
void DirectSpecular_float(float Smoothness, float3 Direction, float3 WorldNormal, float3 WorldView, out float3 Out)
float4 White = 1;
#if SHADERGRAPH_PREVIEW
Out = 0;
#else

Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness);
Out = LightingSpecular(White, Direction, WorldNormal, WorldView, White, Smoothness);
void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
void AdditionalLights_float(float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular)
float4 White = 1;
#ifndef SHADERGRAPH_PREVIEW
Smoothness = exp2(10 * Smoothness + 1);

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);
specularColor += LightingSpecular(attenuatedLightColor, light.direction, WorldNormal, WorldView, White, Smoothness);
}
#endif

34
UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLights.shadersubgraph
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26
UOP1_Project/Assets/Shaders/SubGraphs/MainLight.shadersubgraph


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262
UOP1_Project/Assets/Shaders/SubGraphs/ToonLightingModel.shadersubgraph
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140
UOP1_Project/Assets/Shaders/SubGraphs/ToonShading.shadersubgraph
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20
UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLightsToon.shadersubgraph
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8
UOP1_Project/Assets/Shaders/Toon.shadergraph
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48
UOP1_Project/Assets/Shaders/Toon_RandomPositionTint.shadergraph
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12
UOP1_Project/Assets/Shaders/Toon_Wind.shadergraph
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/UOP1_Project/Assets/Shaders/SubGraphs/ToonSpecular.shadersubgraph.meta → /UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLightsToon.shadersubgraph.meta

/UOP1_Project/Assets/Shaders/SubGraphs/ToonSpecular.shadersubgraph → /UOP1_Project/Assets/Shaders/SubGraphs/AdditionalLightsToon.shadersubgraph

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