95 lines
No EOL
2.5 KiB
Text
95 lines
No EOL
2.5 KiB
Text
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
|
|
/*
|
|
|
|
That shader is used to compute iterative ambient lighting.
|
|
Similiar to FastBlur shader.
|
|
|
|
*/
|
|
|
|
|
|
Shader "Light2D/Ambient Light Computer" {
|
|
Properties {
|
|
_MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
|
|
_ObstacleMul ("Obstacle Mul", Float) = 1.5
|
|
_ObstacleAdd ("Obstacle add", Float) = 0.1
|
|
_EmissionColorMul ("Emission color mul", Float) = 0.1
|
|
_SamplingDist ("Average sampling distance", Float) = 0.01
|
|
}
|
|
SubShader {
|
|
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
|
|
|
LOD 100
|
|
ZWrite Off
|
|
Lighting Off
|
|
|
|
Pass {
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#include "UnityCG.cginc"
|
|
|
|
struct appdata_t {
|
|
float4 vertex : POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
struct v2f {
|
|
float4 vertex : SV_POSITION;
|
|
half2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
sampler2D _MainTex; // previous iterative ambient light texture
|
|
sampler2D _ObstacleTex; // light obstacles texture
|
|
sampler2D _LightSourcesTex; // light sources texture
|
|
half _PixelsPerBlock;
|
|
half2 _Shift;
|
|
half _ObstacleMul;
|
|
half _EmissionColorMul;
|
|
half _SamplingDist;
|
|
half _ObstacleAdd;
|
|
|
|
v2f vert (appdata_t v)
|
|
{
|
|
v2f o;
|
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
|
o.texcoord = v.texcoord;
|
|
return o;
|
|
}
|
|
|
|
|
|
half4 frag (v2f i) : COLOR
|
|
{
|
|
const half addMul = 0.25;
|
|
|
|
half4 emission = tex2D(_LightSourcesTex, i.texcoord);
|
|
half4 obstacle = tex2D(_ObstacleTex, i.texcoord);
|
|
obstacle = saturate(((1 - obstacle)*obstacle.a*_ObstacleMul + _ObstacleAdd));
|
|
|
|
half2 uv = i.texcoord + _Shift;
|
|
|
|
half4 oldLight = tex2D(_MainTex, uv);
|
|
|
|
// computing average value of near pixels
|
|
half4 maxLight = tex2D(_MainTex, uv + half2(_SamplingDist, 0));
|
|
maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-_SamplingDist, 0)));
|
|
maxLight = max(maxLight, tex2D(_MainTex, uv + half2(0, -_SamplingDist)));
|
|
maxLight = max(maxLight, tex2D(_MainTex, uv + half2(0, _SamplingDist)));
|
|
half dist45 = _SamplingDist*0.707;
|
|
maxLight = max(maxLight, tex2D(_MainTex, uv + half2(dist45, dist45)));
|
|
maxLight = max(maxLight, tex2D(_MainTex, uv + half2(dist45, -dist45)));
|
|
maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-dist45, dist45)));
|
|
maxLight = max(maxLight, tex2D(_MainTex, uv + half2(-dist45, -dist45)));
|
|
|
|
emission.rgb *= emission.a*_EmissionColorMul;
|
|
|
|
half4 col = (maxLight + emission)*(half4(1,1,1,1) - obstacle);
|
|
|
|
return lerp(oldLight, col, 0.2);
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
} |