78 lines
No EOL
1.9 KiB
Text
78 lines
No EOL
1.9 KiB
Text
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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/*
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This is simplest and fastest light shader without path tracking.
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It requires no aditional data to work so it could be used with Particle System.
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*/
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Shader "Light2D/Light 1 Point" {
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Properties {
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_MainTex ("Light texture", 2D) = "white" {}
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_ObstacleMul ("Obstacle Mul", Float) = 6
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_EmissionColorMul ("Emission color mul", Float) = 1
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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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Blend OneMinusDstColor One
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Cull Off
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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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#pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA
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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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float4 texcoord : TEXCOORD0;
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fixed4 color : COLOR;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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half4 texcoord : TEXCOORD0;
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half4 scrPos : TEXCOORD1;
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fixed4 color : COLOR0;
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};
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uniform sampler2D _ObstacleTex;
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uniform sampler2D _MainTex;
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uniform half _ObstacleMul;
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uniform half _EmissionColorMul;
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uniform float2 _ExtendedToSmallTextureScale;
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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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o.scrPos = ComputeScreenPos(o.vertex);
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o.scrPos = half4((o.scrPos.xy - 0.5)*_ExtendedToSmallTextureScale + 0.5, o.scrPos.zw);
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o.color = v.color;
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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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half2 thisPos = (i.scrPos.xy/i.scrPos.w);
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half m = _ObstacleMul;
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half4 tex = tex2D(_MainTex, i.texcoord.xy);
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half4 col = i.color*tex*tex.a*i.color.a;
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half4 obstacle = tex2D(_ObstacleTex, thisPos);
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col *= saturate(1 - (1 - obstacle)*obstacle.a*m);
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col.rgb *= _EmissionColorMul;
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return col;
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}
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ENDCG
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}
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}
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} |