Initial Commit
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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That shader is used to compute iterative ambient lighting.
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Similiar to FastBlur shader.
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*/
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Shader "Light2D/Ambient Light Computer" {
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Properties {
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_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
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_ObstacleMul ("Obstacle Mul", Float) = 1.5
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_ObstacleAdd ("Obstacle add", Float) = 0.1
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_EmissionColorMul ("Emission color mul", Float) = 0.1
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_SamplingDist ("Average sampling distance", Float) = 0.01
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}
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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LOD 100
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ZWrite Off
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Lighting Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata_t {
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex; // previous iterative ambient light texture
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sampler2D _ObstacleTex; // light obstacles texture
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sampler2D _LightSourcesTex; // light sources texture
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half _PixelsPerBlock;
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half2 _Shift;
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half _ObstacleMul;
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half _EmissionColorMul;
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half _SamplingDist;
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half _ObstacleAdd;
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v2f vert (appdata_t v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.texcoord = v.texcoord;
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return o;
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}
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half4 frag (v2f i) : COLOR
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{
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const half addMul = 0.25;
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half4 emission = tex2D(_LightSourcesTex, i.texcoord);
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half4 obstacle = tex2D(_ObstacleTex, i.texcoord);
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obstacle = saturate(((1 - obstacle)*obstacle.a*_ObstacleMul + _ObstacleAdd));
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half2 uv = i.texcoord + _Shift;
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half4 oldLight = tex2D(_MainTex, uv);
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// computing average value of near pixels
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half4 maxLight = tex2D(_MainTex, uv + half2(_SamplingDist, 0));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-_SamplingDist, 0)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(0, -_SamplingDist)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(0, _SamplingDist)));
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half dist45 = _SamplingDist*0.707;
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(dist45, dist45)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(dist45, -dist45)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-dist45, dist45)));
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maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-dist45, -dist45)));
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emission.rgb *= emission.a*_EmissionColorMul;
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half4 col = (maxLight + emission)*(half4(1,1,1,1) - obstacle);
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return lerp(oldLight, col, 0.2);
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}
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ENDCG
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}
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}
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}
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