#ifndef SPRITE_PIXEL_LIGHTING_INCLUDED #define SPRITE_PIXEL_LIGHTING_INCLUDED #include "ShaderShared.cginc" #include "SpriteLighting.cginc" #include "AutoLight.cginc" //////////////////////////////////////// // Defines // //////////////////////////////////////// // Vertex output struct // #if defined(_NORMALMAP) #define _VERTEX_LIGHTING_INDEX TEXCOORD5 #define _LIGHT_COORD_INDEX_0 6 #define _LIGHT_COORD_INDEX_1 7 #define _FOG_COORD_INDEX 8 #else #define _VERTEX_LIGHTING_INDEX TEXCOORD3 #define _LIGHT_COORD_INDEX_0 4 #define _LIGHT_COORD_INDEX_1 5 #define _FOG_COORD_INDEX 6 #endif // _NORMALMAP struct VertexOutput { float4 pos : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; float4 posWorld : TEXCOORD1; half3 normalWorld : TEXCOORD2; #if defined(_NORMALMAP) half3 tangentWorld : TEXCOORD3; half3 binormalWorld : TEXCOORD4; #endif // _NORMALMAP fixed3 vertexLighting : _VERTEX_LIGHTING_INDEX; LIGHTING_COORDS(_LIGHT_COORD_INDEX_0, _LIGHT_COORD_INDEX_1) #if defined(_FOG) UNITY_FOG_COORDS(_FOG_COORD_INDEX) #endif // _FOG }; //////////////////////////////////////// // Light calculations // uniform fixed4 _LightColor0; inline fixed3 calculateLightDiffuse(VertexOutput input, float3 normalWorld) { //For directional lights _WorldSpaceLightPos0.w is set to zero float3 lightWorldDirection = normalize(_WorldSpaceLightPos0.xyz - input.posWorld.xyz * _WorldSpaceLightPos0.w); float attenuation = LIGHT_ATTENUATION(input); float angleDot = max(0, dot(normalWorld, lightWorldDirection)); #if defined(_DIFFUSE_RAMP) fixed3 lightDiffuse = calculateRampedDiffuse(_LightColor0.rgb, attenuation, angleDot); #else fixed3 lightDiffuse = _LightColor0.rgb * (attenuation * angleDot); #endif // _DIFFUSE_RAMP return lightDiffuse; } inline float3 calculateNormalWorld(VertexOutput input) { #if defined(_NORMALMAP) return calculateNormalFromBumpMap(input.texcoord, input.tangentWorld, input.binormalWorld, input.normalWorld); #else return input.normalWorld; #endif } fixed3 calculateVertexLighting(float3 posWorld, float3 normalWorld) { fixed3 vertexLighting = fixed3(0,0,0); #ifdef VERTEXLIGHT_ON //Get approximated illumination from non-important point lights vertexLighting = Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, posWorld, normalWorld) * 0.5; #endif return vertexLighting; } fixed3 calculateAmbientLight(half3 normalWorld) { #if defined(_SPHERICAL_HARMONICS) fixed3 ambient = ShadeSH9(half4(normalWorld, 1.0)) * 0.75f; #else fixed3 ambient = unity_AmbientSky.rgb * 0.75; #endif return ambient; } //////////////////////////////////////// // Vertex program // VertexOutput vert(VertexInput v) { VertexOutput output; output.pos = calculateLocalPos(v.vertex); output.color = calculateVertexColor(v.color); output.texcoord = calculateTextureCoord(v.texcoord); output.posWorld = calculateWorldPos(v.vertex); output.normalWorld = calculateSpriteWorldNormal(v); output.vertexLighting = calculateVertexLighting(output.posWorld, output.normalWorld); #if defined(_NORMALMAP) output.tangentWorld = calculateWorldTangent(v.tangent); output.binormalWorld = calculateSpriteWorldBinormal(output.normalWorld, output.tangentWorld, v.tangent.w); #endif TRANSFER_VERTEX_TO_FRAGMENT(output) #if defined(_FOG) UNITY_TRANSFER_FOG(output,output.pos); #endif // _FOG return output; } //////////////////////////////////////// // Fragment programs // fixed4 fragBase(VertexOutput input) : SV_Target { fixed4 texureColor = calculateTexturePixel(input.texcoord); ALPHA_CLIP(texureColor, input.color) //Get normal direction fixed3 normalWorld = calculateNormalWorld(input); //Get Ambient diffuse fixed3 ambient = calculateAmbientLight(normalWorld); //Get primary pixel light diffuse fixed3 diffuse = calculateLightDiffuse(input, normalWorld); //Combine along with vertex lighting for the base lighting pass fixed3 lighting = ambient + diffuse + input.vertexLighting; APPLY_EMISSION(lighting, input.texcoord) fixed4 pixel = calculateLitPixel(texureColor, input.color, lighting); #if defined(_RIM_LIGHTING) pixel.rgb = applyRimLighting(input.posWorld, normalWorld, pixel); #endif COLORISE(pixel) #if defined(_FOG) fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a); UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor); #endif // _FOG return pixel; } fixed4 fragAdd(VertexOutput input) : SV_Target { fixed4 texureColor = calculateTexturePixel(input.texcoord); #if defined(_COLOR_ADJUST) texureColor = adjustColor(texureColor); #endif // _COLOR_ADJUST ALPHA_CLIP(texureColor, input.color) //Get normal direction fixed3 normalWorld = calculateNormalWorld(input); //Get light diffuse fixed3 lighting = calculateLightDiffuse(input, normalWorld); fixed4 pixel = calculateAdditiveLitPixel(texureColor, input.color, lighting); COLORISE_ADDITIVE(pixel) #if defined(_FOG) UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel.rgb, fixed4(0,0,0,0)); // fog towards black in additive pass #endif // _FOG return pixel; } #endif // SPRITE_PIXEL_LIGHTING_INCLUDED