29 lines
1.6 KiB
HLSL
29 lines
1.6 KiB
HLSL
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#ifndef POI_MACROS
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#define POI_MACROS
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#define POI_TEXTURE_NOSAMPLER(tex) Texture2D tex; float4 tex##_ST; float2 tex##Pan; uint tex##UV
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#define POI2D_SAMPLER_PAN(tex, texSampler, uv, pan) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, TRANSFORM_TEX(uv, tex) + _Time.x * pan))
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#define POI2D_SAMPLER(tex, texSampler, uv) (UNITY_SAMPLE_TEX2D_SAMPLER(tex, texSampler, TRANSFORM_TEX(uv, tex)))
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#define POI2D_PAN(tex, uv, pan) (tex2D(tex, TRANSFORM_TEX(uv, tex) + _Time.x * pan))
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#define POI2D(tex, uv) (tex2D(tex, TRANSFORM_TEX(uv, tex)))
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#ifdef POINT
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# define POI_LIGHT_ATTENUATION(destName, shadow, input, worldPos) \
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unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; \
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fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \
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fixed destName = tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r;
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#endif
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#ifdef SPOT
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#if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS)
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#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1))
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#else
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#define DECLARE_LIGHT_COORD(input, worldPos) unityShadowCoord4 lightCoord = input._LightCoord
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#endif
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# define POI_LIGHT_ATTENUATION(destName, shadow, input, worldPos) \
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DECLARE_LIGHT_COORD(input, worldPos); \
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fixed shadow = UNITY_SHADOW_ATTENUATION(input, worldPos); \
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fixed destName = (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz);
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#endif
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#endif
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