#ifndef DND_LIGHTING #define DND_LIGHTING sampler2D _ToonRamp; float _AdditiveSoftness; float _AdditiveOffset; float _ForceLightDirection; float _ShadowStrength; float _OutlineShadowStrength; float _ShadowOffset; float3 _LightDirection; float _ForceShadowStrength; float _CastedShadowSmoothing; float _MinBrightness; float _MaxBrightness; float _IndirectContribution; float _AttenuationMultiplier; UNITY_DECLARE_TEX2D_NOSAMPLER(_AOMap); float4 _AOMap_ST; float _AOStrength; float3 ShadeSH9Indirect() { return ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)); } float3 ShadeSH9Direct() { return ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)); } float3 ShadeSH9Normal(float3 normalDirection) { return ShadeSH9(half4(normalDirection, 1.0)); } half3 GetSHLength() { half3 x, x1; x.r = length(unity_SHAr); x.g = length(unity_SHAg); x.b = length(unity_SHAb); x1.r = length(unity_SHBr); x1.g = length(unity_SHBg); x1.b = length(unity_SHBb); return x + x1; } float FadeShadows(float attenuation, float3 worldPosition) { float viewZ = dot(_WorldSpaceCameraPos - worldPosition, UNITY_MATRIX_V[2].xyz); float shadowFadeDistance = UnityComputeShadowFadeDistance(worldPosition, viewZ); float shadowFade = UnityComputeShadowFade(shadowFadeDistance); attenuation = saturate(attenuation + shadowFade); return attenuation; } float calculateAOMap(float AOMap, float AOStrength) { return lerp(1, AOMap, AOStrength); } void calculateBasePassLighting(float3 normal, float2 uv) { poiLight.direction = _WorldSpaceLightPos0; poiLight.nDotL = dot(normal, poiLight.direction); float AOMap = 1; #ifndef OUTLINE AOMap = UNITY_SAMPLE_TEX2D_SAMPLER(_AOMap, _MainTex, TRANSFORM_TEX(uv, _AOMap)); AOMap = calculateAOMap(AOMap, _AOStrength); #endif poiLight.finalLighting = saturate((GetSHLength() + poiLight.color) * AOMap); } void calculateDNDLighting(v2f i) { #ifdef OUTLINE _ShadowStrength = _OutlineShadowStrength; #endif UNITY_LIGHT_ATTENUATION(attenuation, i, i.worldPos.xyz) poiLight.attenuation = FadeShadows(attenuation, i.worldPos.xyz); poiLight.color = _LightColor0.rgb; #ifdef FORWARD_BASE_PASS calculateBasePassLighting(i.normal, i.uv); #else #if defined(POINT) || defined(SPOT) poiLight.position = _WorldSpaceLightPos0.xyz; poiLight.direction = normalize(poiLight.position - i.worldPos); poiLight.nDotL = dot(i.normal, poiLight.direction); poiLight.finalLighting = poiLight.color * poiLight.attenuation * smoothstep(.499, .5, .5 * poiLight.nDotL + .5); #endif #endif } void applyDNDLighting(inout float4 finalColor) { finalColor.rgb *= poiLight.finalLighting; } #endif