348 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			348 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | // Curved World <http://u3d.as/1W8h> | ||
|  | // Copyright (c) Amazing Assets <https://amazingassets.world> | ||
|  |   | ||
|  | 
 | ||
|  | 
 | ||
|  | // Simplified VertexLit shader. Differences from regular VertexLit one: | ||
|  | // - no per-material color | ||
|  | // - no specular | ||
|  | // - no emission | ||
|  | 
 | ||
|  | 
 | ||
|  | Shader "Amazing Assets/Curved World/Mobile/VertexLit"  | ||
|  | { | ||
|  |     Properties  | ||
|  |     { | ||
|  |         [HideInInspector][CurvedWorldBendSettings]	  _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) | ||
|  | 
 | ||
|  |         _MainTex ("Base (RGB)", 2D) = "white" { } | ||
|  |     } | ||
|  | 
 | ||
|  | SubShader {  | ||
|  |  LOD 80 | ||
|  |  Tags { "RenderType"="CurvedWorld_Opaque" } | ||
|  |  Pass { | ||
|  |   Tags { "LIGHTMODE"="Vertex" "RenderType"="CurvedWorld_Opaque" } | ||
|  | CGPROGRAM | ||
|  | #pragma vertex vert | ||
|  | #pragma fragment frag | ||
|  | #pragma target 2.0 | ||
|  | #include "UnityCG.cginc" | ||
|  | #pragma multi_compile_fog | ||
|  | #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE | ||
|  | #define CURVEDWORLD_BEND_ID_1 | ||
|  | #pragma shader_feature_local CURVEDWORLD_DISABLED_ON | ||
|  | #pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON | ||
|  | #include "../../Core/CurvedWorldTransform.cginc"  | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | // ES2.0/WebGL can not do loops with non-constant-expression iteration counts :( | ||
|  | #if defined(SHADER_API_GLES) | ||
|  |   #define LIGHT_LOOP_LIMIT 8 | ||
|  | #else | ||
|  |   #define LIGHT_LOOP_LIMIT unity_VertexLightParams.x | ||
|  | #endif | ||
|  | 
 | ||
|  | // Some ES3 drivers (e.g. older Adreno) have problems with the light loop | ||
|  | #if defined(SHADER_API_GLES3) && !defined(SHADER_API_DESKTOP) && (defined(SPOT) || defined(POINT)) | ||
|  |   #define LIGHT_LOOP_ATTRIBUTE UNITY_UNROLL | ||
|  | #else | ||
|  |   #define LIGHT_LOOP_ATTRIBUTE | ||
|  | #endif | ||
|  | #define ENABLE_SPECULAR 1 | ||
|  | 
 | ||
|  | // Compile specialized variants for when positional (point/spot) and spot lights are present | ||
|  | #pragma multi_compile __ POINT SPOT | ||
|  | 
 | ||
|  | // Compute illumination from one light, given attenuation | ||
|  | half3 computeLighting (int idx, half3 dirToLight, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, half atten, inout half3 specColor) { | ||
|  |   half NdotL = max(dot(eyeNormal, dirToLight), 0.0); | ||
|  |   // diffuse | ||
|  |   half3 color = NdotL * diffuseColor.rgb * unity_LightColor[idx].rgb; | ||
|  |   return color * atten; | ||
|  | } | ||
|  | 
 | ||
|  | // Compute attenuation & illumination from one light | ||
|  | half3 computeOneLight(int idx, float3 eyePosition, half3 eyeNormal, half3 viewDir, half4 diffuseColor, half shininess, inout half3 specColor) { | ||
|  |   float3 dirToLight = unity_LightPosition[idx].xyz; | ||
|  |   half att = 1.0; | ||
|  |   #if defined(POINT) || defined(SPOT) | ||
|  |     dirToLight -= eyePosition * unity_LightPosition[idx].w; | ||
|  |     // distance attenuation | ||
|  |     float distSqr = dot(dirToLight, dirToLight); | ||
|  |     att /= (1.0 + unity_LightAtten[idx].z * distSqr); | ||
|  |     if (unity_LightPosition[idx].w != 0 && distSqr > unity_LightAtten[idx].w) att = 0.0; // set to 0 if outside of range | ||
|  |     distSqr = max(distSqr, 0.000001); // don't produce NaNs if some vertex position overlaps with the light | ||
|  |     dirToLight *= rsqrt(distSqr); | ||
|  |     #if defined(SPOT) | ||
|  |       // spot angle attenuation | ||
|  |       half rho = max(dot(dirToLight, unity_SpotDirection[idx].xyz), 0.0); | ||
|  |       half spotAtt = (rho - unity_LightAtten[idx].x) * unity_LightAtten[idx].y; | ||
|  |       att *= saturate(spotAtt); | ||
|  |     #endif | ||
|  |   #endif | ||
|  |   att *= 0.5; // passed in light colors are 2x brighter than what used to be in FFP | ||
|  |   return min (computeLighting (idx, dirToLight, eyeNormal, viewDir, diffuseColor, shininess, att, specColor), 1.0); | ||
|  | } | ||
|  | 
 | ||
|  | // uniforms | ||
|  | int4 unity_VertexLightParams; // x: light count, y: zero, z: one (y/z needed by d3d9 vs loop instruction) | ||
|  | float4 _MainTex_ST; | ||
|  | 
 | ||
|  | // vertex shader input data | ||
|  | struct appdata { | ||
|  |   float4 pos : POSITION; | ||
|  |   float3 normal : NORMAL; | ||
|  |   float3 uv0 : TEXCOORD0; | ||
|  | 
 | ||
|  |   #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON | ||
|  |     float4 tangent : TANGENT; | ||
|  |   #endif | ||
|  | 
 | ||
|  |   UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  | }; | ||
|  | 
 | ||
|  | // vertex-to-fragment interpolators | ||
|  | struct v2f { | ||
|  |   fixed4 color : COLOR0; | ||
|  |   float2 uv0 : TEXCOORD0; | ||
|  |   #if USING_FOG | ||
|  |     fixed fog : TEXCOORD1; | ||
|  |   #endif  | ||
|  |   float4 pos : SV_POSITION; | ||
|  |   UNITY_VERTEX_OUTPUT_STEREO | ||
|  | }; | ||
|  | 
 | ||
|  | // vertex shader | ||
|  | v2f vert (appdata IN) { | ||
|  |   v2f o; | ||
|  |   UNITY_SETUP_INSTANCE_ID(IN); | ||
|  |   UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
|  | 
 | ||
|  | 
 | ||
|  | #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) | ||
|  |     #ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON | ||
|  |         CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(IN.pos, IN.normal, IN.tangent) | ||
|  |     #else | ||
|  |         CURVEDWORLD_TRANSFORM_VERTEX(IN.pos) | ||
|  |     #endif | ||
|  | #endif | ||
|  | 
 | ||
|  | 
 | ||
|  |   half4 color = half4(0,0,0,1.1); | ||
|  |   float3 eyePos = UnityObjectToViewPos(IN.pos.xyz);// mul (UNITY_MATRIX_MV, float4(IN.pos,1)).xyz; | ||
|  |   half3 eyeNormal = normalize (mul ((float3x3)UNITY_MATRIX_IT_MV, IN.normal).xyz); | ||
|  |   half3 viewDir = 0.0; | ||
|  |   // lighting | ||
|  |   half3 lcolor = half4(0,0,0,1).rgb + half4(1,1,1,1).rgb * glstate_lightmodel_ambient.rgb; | ||
|  |   half3 specColor = 0.0; | ||
|  |   half shininess = 0 * 128.0; | ||
|  |   LIGHT_LOOP_ATTRIBUTE for (int il = 0; il < LIGHT_LOOP_LIMIT; ++il) { | ||
|  |     lcolor += computeOneLight(il, eyePos, eyeNormal, viewDir, half4(1,1,1,1), shininess, specColor); | ||
|  |   } | ||
|  |   color.rgb = lcolor.rgb; | ||
|  |   color.a = half4(1,1,1,1).a; | ||
|  |   o.color = saturate(color); | ||
|  |   // compute texture coordinates | ||
|  |   o.uv0 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||
|  |   // fog | ||
|  |   #if USING_FOG | ||
|  |     float fogCoord = length(eyePos.xyz); // radial fog distance | ||
|  |     UNITY_CALC_FOG_FACTOR_RAW(fogCoord); | ||
|  |     o.fog = saturate(unityFogFactor); | ||
|  |   #endif | ||
|  |   // transform position | ||
|  |   o.pos = UnityObjectToClipPos(IN.pos.xyz); | ||
|  |   return o; | ||
|  | } | ||
|  | 
 | ||
|  | // textures | ||
|  | sampler2D _MainTex; | ||
|  | 
 | ||
|  | // fragment shader | ||
|  | fixed4 frag (v2f IN) : SV_Target { | ||
|  |   fixed4 col; | ||
|  |   fixed4 tex, tmp0, tmp1, tmp2; | ||
|  |   // SetTexture #0 | ||
|  |   tex = tex2D (_MainTex, IN.uv0.xy); | ||
|  |   col.rgb = tex * IN.color; | ||
|  |   col *= 2; | ||
|  |   col.a = fixed4(1,1,1,1).a; | ||
|  |   // fog | ||
|  |   #if USING_FOG | ||
|  |     col.rgb = lerp (unity_FogColor.rgb, col.rgb, IN.fog); | ||
|  |   #endif | ||
|  |   return col; | ||
|  | } | ||
|  | 
 | ||
|  | // texenvs | ||
|  | //! TexEnv0: 02010103 01060004 [_MainTex] [ffffffff] | ||
|  | ENDCG | ||
|  |  } | ||
|  |  Pass { | ||
|  |   Tags { "LIGHTMODE"="VertexLM" "RenderType"="CurvedWorld_Opaque" } | ||
|  | CGPROGRAM | ||
|  | 
 | ||
|  | 
 | ||
|  | #include "HLSLSupport.cginc" | ||
|  | #define UNITY_INSTANCED_LOD_FADE | ||
|  | #define UNITY_INSTANCED_SH | ||
|  | #define UNITY_INSTANCED_LIGHTMAPSTS | ||
|  | #define UNITY_INSTANCED_RENDERER_BOUNDS | ||
|  | #include "UnityShaderVariables.cginc" | ||
|  | #include "UnityShaderUtilities.cginc" | ||
|  | 
 | ||
|  | 
 | ||
|  |         #pragma vertex vert | ||
|  |         #pragma fragment frag | ||
|  |         #pragma target 2.0 | ||
|  |         #include "UnityCG.cginc" | ||
|  |         #pragma multi_compile_fog | ||
|  |         #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE | ||
|  | #define CURVEDWORLD_BEND_ID_1 | ||
|  | #pragma shader_feature_local CURVEDWORLD_DISABLED_ON | ||
|  | #include "../../Core/CurvedWorldTransform.cginc"  | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  |         float4 _MainTex_ST; | ||
|  | 
 | ||
|  |         struct appdata | ||
|  |         { | ||
|  |             float4 pos : POSITION; | ||
|  |             float3 uv1 : TEXCOORD1; | ||
|  |             float3 uv0 : TEXCOORD0; | ||
|  |             UNITY_VERTEX_INPUT_INSTANCE_ID | ||
|  |         }; | ||
|  | 
 | ||
|  |         struct v2f | ||
|  |         { | ||
|  |             float2 uv0 : TEXCOORD0; | ||
|  |             float2 uv1 : TEXCOORD1; | ||
|  |         #if USING_FOG | ||
|  |             fixed fog : TEXCOORD2; | ||
|  |         #endif | ||
|  |             float4 pos : SV_POSITION; | ||
|  | 
 | ||
|  |             UNITY_VERTEX_OUTPUT_STEREO | ||
|  |         }; | ||
|  | 
 | ||
|  |         v2f vert(appdata IN) | ||
|  |         { | ||
|  |             v2f o; | ||
|  |             UNITY_SETUP_INSTANCE_ID(IN); | ||
|  |             UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
|  | 
 | ||
|  | 
 | ||
|  |             #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) | ||
|  |                 CURVEDWORLD_TRANSFORM_VERTEX(IN.pos) | ||
|  |             #endif | ||
|  | 
 | ||
|  | 
 | ||
|  |             o.uv0 = IN.uv1.xy * unity_LightmapST.xy + unity_LightmapST.zw; | ||
|  |             o.uv1 = IN.uv0.xy * _MainTex_ST.xy + _MainTex_ST.zw; | ||
|  | 
 | ||
|  |         #if USING_FOG | ||
|  |             float3 eyePos = UnityObjectToViewPos(IN.pos.xyz); | ||
|  |             float fogCoord = length(eyePos.xyz); | ||
|  |             UNITY_CALC_FOG_FACTOR_RAW(fogCoord); | ||
|  |             o.fog = saturate(unityFogFactor); | ||
|  |         #endif | ||
|  | 
 | ||
|  |             o.pos = UnityObjectToClipPos(IN.pos.xyz); | ||
|  |             return o; | ||
|  |         } | ||
|  | 
 | ||
|  |         sampler2D _MainTex; | ||
|  | 
 | ||
|  |         fixed4 frag(v2f IN) : SV_Target | ||
|  |         { | ||
|  |             fixed4 col; | ||
|  |             fixed4 tex = UNITY_SAMPLE_TEX2D(unity_Lightmap, IN.uv0.xy); | ||
|  |             half3 bakedColor = DecodeLightmap(tex); | ||
|  | 
 | ||
|  |             tex = tex2D(_MainTex, IN.uv1.xy); | ||
|  |             col.rgb = tex.rgb * bakedColor; | ||
|  |             col.a = 1.0f; | ||
|  | 
 | ||
|  |             #if USING_FOG | ||
|  |             col.rgb = lerp(unity_FogColor.rgb, col.rgb, IN.fog); | ||
|  |             #endif | ||
|  | 
 | ||
|  |             return col; | ||
|  |         } | ||
|  | 
 | ||
|  |         ENDCG | ||
|  |  } | ||
|  | 
 | ||
|  |  Pass { | ||
|  |   Name "ShadowCaster" | ||
|  |   Tags { "LIGHTMODE"="SHADOWCASTER" "SHADOWSUPPORT"="true" "RenderType"="CurvedWorld_Opaque" } | ||
|  |   Cull Off | ||
|  | CGPROGRAM | ||
|  | 
 | ||
|  | 
 | ||
|  | #include "HLSLSupport.cginc" | ||
|  | #define UNITY_INSTANCED_LOD_FADE | ||
|  | #define UNITY_INSTANCED_SH | ||
|  | #define UNITY_INSTANCED_LIGHTMAPSTS | ||
|  | #define UNITY_INSTANCED_RENDERER_BOUNDS | ||
|  | #include "UnityShaderVariables.cginc" | ||
|  | #include "UnityShaderUtilities.cginc" | ||
|  | 
 | ||
|  |         #pragma vertex vert | ||
|  |         #pragma fragment frag | ||
|  |         #pragma target 2.0 | ||
|  |         #pragma multi_compile_shadowcaster | ||
|  |         #pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders | ||
|  |         #include "UnityCG.cginc" | ||
|  | 
 | ||
|  | 
 | ||
|  | #define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE | ||
|  | #define CURVEDWORLD_BEND_ID_1 | ||
|  | #pragma shader_feature_local CURVEDWORLD_DISABLED_ON | ||
|  | #include "../../Core/CurvedWorldTransform.cginc"  | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  |         struct v2f { | ||
|  |             V2F_SHADOW_CASTER; | ||
|  |             UNITY_VERTEX_OUTPUT_STEREO | ||
|  |         }; | ||
|  | 
 | ||
|  |         v2f vert( appdata_base v ) | ||
|  |         { | ||
|  |             v2f o; | ||
|  |             UNITY_SETUP_INSTANCE_ID(v); | ||
|  |             UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); | ||
|  | 
 | ||
|  |             #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) | ||
|  |                 CURVEDWORLD_TRANSFORM_VERTEX(v.vertex) | ||
|  |             #endif | ||
|  | 
 | ||
|  | 
 | ||
|  |             TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) | ||
|  |             return o; | ||
|  |         } | ||
|  | 
 | ||
|  |         float4 frag( v2f i ) : SV_Target | ||
|  |         { | ||
|  |             SHADOW_CASTER_FRAGMENT(i) | ||
|  |         } | ||
|  |         ENDCG | ||
|  |  } | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | CustomEditor "AmazingAssets.CurvedWorld.Editor.DefaultShaderGUI" | ||
|  | } |