#ifndef SPRITE_LIGHTING_INCLUDED #define SPRITE_LIGHTING_INCLUDED //Check for using mesh normals #if !defined(_FIXED_NORMALS) && !defined(_FIXED_NORMALS_BACK_RENDERING) #define MESH_NORMALS #endif // _FIXED_NORMALS || _FIXED_NORMALS_BACK_RENDERING //////////////////////////////////////// // Vertex structs // struct VertexInput { float4 vertex : POSITION; float4 texcoord : TEXCOORD0; float4 color : COLOR; #if defined(MESH_NORMALS) float3 normal : NORMAL; #endif // MESH_NORMALS #if defined(_NORMALMAP) float4 tangent : TANGENT; #endif // _NORMALMAP }; //////////////////////////////////////// // Normal functions // //Fixed Normal defined in view space uniform float4 _FixedNormal = float4(0, 0, -1, 1); inline half3 calculateSpriteWorldNormal(VertexInput vertex) { #if defined(MESH_NORMALS) return calculateWorldNormal(vertex.normal); #else //MESH_NORMALS //Rotate fixed normal by inverse camera matrix to convert the fixed normal into world space float3x3 invView = transpose((float3x3)UNITY_MATRIX_VP); float3 normal = _FixedNormal.xyz; #if UNITY_REVERSED_Z normal.z = -normal.z; #endif return normalize(mul(invView, normal)); #endif // !MESH_NORMALS } inline half3 calculateSpriteViewNormal(VertexInput vertex) { #if defined(MESH_NORMALS) return normalize(mul((float3x3)UNITY_MATRIX_IT_MV, vertex.normal)); #else // !MESH_NORMALS float3 normal = _FixedNormal.xyz; #if UNITY_REVERSED_Z normal.z = -normal.z; #endif return normal; #endif // !MESH_NORMALS } //////////////////////////////////////// // Normal map functions // #if defined(_NORMALMAP) inline half3 calculateSpriteWorldBinormal(half3 normalWorld, half3 tangentWorld, float tangentW) { #if defined(_FIXED_NORMALS_BACK_RENDERING) //If we're using fixed normals and sprite is facing away from camera, flip tangentW float3 zAxis = float3(0.0, 0.0, 1.0); float3 modelForward = mul((float3x3)unity_ObjectToWorld, zAxis); float3 cameraForward = mul((float3x3)UNITY_MATRIX_VP, zAxis); float directionDot = dot(modelForward, cameraForward); //Don't worry if directionDot is zero, sprite will be side on to camera so invisible meaning it doesnt matter that tangentW will be zero too tangentW *= sign(directionDot); #endif // _FIXED_NORMALS_BACK_RENDERING return calculateWorldBinormal(normalWorld, tangentWorld, tangentW); } #endif // _NORMALMAP #if defined(_DIFFUSE_RAMP) //////////////////////////////////////// // Diffuse ramp functions // //Disable for softer, more traditional diffuse ramping #define HARD_DIFFUSE_RAMP uniform sampler2D _DiffuseRamp; inline fixed3 calculateDiffuseRamp(float ramp) { return tex2D(_DiffuseRamp, float2(ramp, ramp)).rgb; } inline fixed3 calculateRampedDiffuse(fixed3 lightColor, float attenuation, float angleDot) { float d = angleDot * 0.5 + 0.5; #if defined(HARD_DIFFUSE_RAMP) half3 ramp = calculateDiffuseRamp(d * attenuation * 2); return lightColor * ramp; #else half3 ramp = calculateDiffuseRamp(d); return lightColor * ramp * (attenuation * 2); #endif } #endif // _DIFFUSE_RAMP //////////////////////////////////////// // Rim Lighting functions // #ifdef _RIM_LIGHTING uniform float _RimPower; uniform fixed4 _RimColor; inline fixed3 applyRimLighting(fixed3 posWorld, fixed3 normalWorld, fixed4 pixel) : SV_Target { fixed3 viewDir = normalize(_WorldSpaceCameraPos - posWorld); float invDot = 1.0 - saturate(dot(normalWorld, viewDir)); float rimPower = pow(invDot, _RimPower); float rim = saturate(rimPower * _RimColor.a); #if defined(_DIFFUSE_RAMP) rim = calculateDiffuseRamp(rim).r; #endif return lerp(pixel.rgb, _RimColor.xyz * pixel.a, rim); } #endif //_RIM_LIGHTING //////////////////////////////////////// // Emission functions // #ifdef _EMISSION uniform sampler2D _EmissionMap; uniform fixed4 _EmissionColor; uniform float _EmissionPower; #define APPLY_EMISSION(diffuse, uv) \ { \ diffuse += tex2D(_EmissionMap, uv).rgb * _EmissionColor.rgb * _EmissionPower; \ } #else //!_EMISSION #define APPLY_EMISSION(diffuse, uv) #endif //!_EMISSION #endif // SPRITE_LIGHTING_INCLUDED