134 lines
3.7 KiB
HLSL
134 lines
3.7 KiB
HLSL
#ifndef SKELETON_LIT_COMMON_INCLUDED
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#define SKELETON_LIT_COMMON_INCLUDED
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#include "UnityCG.cginc"
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#include "CGIncludes/Spine-Common.cginc"
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// ES2.0/WebGL/3DS can not do loops with non-constant-expression iteration counts :(
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#if defined(SHADER_API_GLES)
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#define LIGHT_LOOP_LIMIT 8
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#elif defined(SHADER_API_N3DS)
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#define LIGHT_LOOP_LIMIT 4
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#else
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#define LIGHT_LOOP_LIMIT unity_VertexLightParams.x
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#endif
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////////////////////////////////////////
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// Alpha Clipping
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//
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#if defined(_ALPHA_CLIP)
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uniform fixed _Cutoff;
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#define ALPHA_CLIP(pixel, color) clip((pixel.a * color.a) - _Cutoff);
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#else
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#define ALPHA_CLIP(pixel, color)
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#endif
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half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half4 diffuseColor, half atten) {
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half NdotL = max(dot(eyeNormal, dirToLight), 0.0);
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// diffuse
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half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb;
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return color * atten;
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}
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half3 computeOneLight (int idx, float3 eyePosition, half3 eyeNormal, half4 diffuseColor) {
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float3 dirToLight = unity_LightPosition[idx].xyz;
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half att = 1.0;
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#if defined(POINT) || defined(SPOT)
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dirToLight -= eyePosition * unity_LightPosition[idx].w;
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// distance attenuation
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float distSqr = dot(dirToLight, dirToLight);
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att /= (1.0 + unity_LightAtten[idx].z * distSqr);
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if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range
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distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light
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dirToLight *= rsqrt(distSqr);
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#if defined(SPOT)
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// spot angle attenuation
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half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0);
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half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y;
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att *= saturate(spotAtt);
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#endif
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#endif
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att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP
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return min (computeLighting (idx, dirToLight, eyeNormal, diffuseColor, att), 1.0);
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}
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int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction)
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struct appdata {
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float3 pos : POSITION;
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float3 normal : NORMAL;
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half4 color : COLOR;
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float2 uv0 : TEXCOORD0;
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#if defined(_TINT_BLACK_ON)
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float2 tintBlackRG : TEXCOORD1;
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float2 tintBlackB : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput {
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fixed4 color : COLOR0;
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float2 uv0 : TEXCOORD0;
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float4 pos : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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VertexOutput vert (appdata v) {
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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half4 color = PMAGammaToTargetSpace(v.color);
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float3 eyePos = UnityObjectToViewPos(float4(v.pos, 1)).xyz; //mul(UNITY_MATRIX_MV, float4(v.pos,1)).xyz;
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half3 fixedNormal = half3(0,0,-1);
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half3 eyeNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, fixedNormal));
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o.uv0 = v.uv0;
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o.pos = UnityObjectToClipPos(v.pos);
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#ifdef _DOUBLE_SIDED_LIGHTING
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half faceSign = sign(eyeNormal.z);
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eyeNormal *= faceSign;
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#endif
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half3 shadowedColor;
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#if !defined(_LIGHT_AFFECTS_ADDITIVE)
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if (color.a == 0) {
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o.color = color;
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return o;
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}
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#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
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// Lights
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half3 lcolor = half4(0,0,0,1).rgb + color.rgb * glstate_lightmodel_ambient.rgb;
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for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) {
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lcolor += computeOneLight(il, eyePos, eyeNormal, color);
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}
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color.rgb = lcolor.rgb;
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o.color = saturate(color);
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (VertexOutput i) : SV_Target {
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fixed4 tex = tex2D(_MainTex, i.uv0);
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ALPHA_CLIP(tex, i.color);
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#if defined(_STRAIGHT_ALPHA_INPUT)
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tex.rgb *= tex.a;
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#endif
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fixed4 col = tex * i.color;
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col.rgb *= 2;
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return col;
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}
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#endif
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