TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Shaders/2D/Light2D-Shape.shader

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Shader "Hidden/Light2D-Shape"
{
Properties
{
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[Enum(UnityEngine.Rendering.CompareFunction)] _HandleZTest ("_HandleZTest", Int) = 4
}
SubShader
{
Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
Pass
{
Blend [_SrcBlend][_DstBlend]
ZWrite Off
ZTest [_HandleZTest]
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local USE_NORMAL_MAP __
#pragma multi_compile_local LIGHT_QUALITY_FAST __
#pragma multi_compile_local USE_ADDITIVE_BLENDING __
#pragma multi_compile_local USE_VOLUMETRIC __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
struct Attributes
{
float3 positionOS : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
half4 color : COLOR;
half2 uv : TEXCOORD0;
SHADOW_COORDS(TEXCOORD1)
NORMALS_LIGHTING_COORDS(TEXCOORD2, TEXCOORD3)
LIGHT_OFFSET(TEXCOORD4)
};
UNITY_LIGHT2D_DATA
half _InverseHDREmulationScale;
TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
SAMPLER(sampler_CookieTex);
TEXTURE2D(_FalloffLookup);
SAMPLER(sampler_FalloffLookup);
NORMALS_LIGHTING_VARIABLES
SHADOW_VARIABLES
Varyings vert(Attributes a)
{
Varyings o = (Varyings)0;
o.lightOffset = a.color;
#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
PerLight2D light = GetPerLight2D(o.lightOffset);
#endif
float3 positionOS = a.positionOS;
positionOS.x = positionOS.x + _L2D_FALLOFF_DISTANCE * a.color.r;
positionOS.y = positionOS.y + _L2D_FALLOFF_DISTANCE * a.color.g;
o.positionCS = TransformObjectToHClip(positionOS);
o.color = _L2D_COLOR * _InverseHDREmulationScale;
o.color.a = a.color.a;
#if USE_VOLUMETRIC
o.color.a = _L2D_COLOR.a * _L2D_VOLUME_OPACITY;
#endif
// If Sprite use UV.
o.uv = (_L2D_LIGHT_TYPE == 2) ? a.uv : float2(a.color.a, _L2D_FALLOFF_INTENSITY);
float4 worldSpacePos;
worldSpacePos.xyz = TransformObjectToWorld(positionOS);
worldSpacePos.w = 1;
TRANSFER_NORMALS_LIGHTING(o, worldSpacePos, _L2D_POSITION.xyz, _L2D_POSITION.w)
TRANSFER_SHADOWS(o)
return o;
}
FragmentOutput frag(Varyings i) : SV_Target
{
#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
PerLight2D light = GetPerLight2D(i.lightOffset);
#endif
half4 lightColor = i.color;
if (_L2D_LIGHT_TYPE == 2)
{
half4 cookie = SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
#if USE_ADDITIVE_BLENDING
lightColor *= cookie * cookie.a;
#else
lightColor *= cookie;
#endif
}
else
{
#if USE_ADDITIVE_BLENDING
lightColor *= SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
#elif USE_VOLUMETRIC
lightColor.a = i.color.a * SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
#else
lightColor.a = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
#endif
}
APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w);
APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY);
return ToFragmentOutput(lightColor);
}
ENDHLSL
}
}
}