diff options
Diffstat (limited to 'Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/SRP Additional Light.asset')
-rw-r--r-- | Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/SRP Additional Light.asset | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/SRP Additional Light.asset b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/SRP Additional Light.asset new file mode 100644 index 00000000..a8a58bea --- /dev/null +++ b/Assets/ThirdParty/AmplifyShaderEditor/Plugins/EditorResources/ShaderFunctions/SRP Additional Light.asset @@ -0,0 +1,79 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3} + m_Name: SRP Additional Light + m_EditorClassIdentifier: + m_functionInfo: "// Made with Amplify Shader Editor\n// Available at the Unity Asset + Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=17503\n385;373;1413;749;2027.142;507.6773;1.942238;True;False\nNode;AmplifyShaderEditor.FunctionInput;14;-736,368;Inherit;False;Specular + Color;3;3;False;1;0;FLOAT3;1,1,1;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WorldNormalVector;12;-1116,127;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldNormalVector;4;-1312,288;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.Vector3Node;10;-1472,128;Inherit;False;Constant;_Vector0;Vector + 0;0;0;Create;True;0;0;False;0;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionInput;18;-736,448;Inherit;False;Smoothness;1;4;False;1;0;FLOAT;0.5;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionInput;15;-736,272;Inherit;False;View + Dir;3;2;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;22;-496,208;Inherit;False;float3 + Color = 0@$#ifdef _ADDITIONAL_LIGHTS$int numLights = GetAdditionalLightsCount()@$for(int + i = 0@ i<numLights@i++)${$\tLight light = GetAdditionalLight(i, WorldPosition)@$\thalf3 + AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\tColor + +=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\t$}$#endif$return + Color@;3;False;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsHalfLambert;False;False;0;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WorldPosInputsNode;3;-736,0;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionSwitch;9;-848,160;Inherit;False;Normal + Space;False;0;2;1;Tangent Space;World Space;Object;-1;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.ViewDirInputsCoordNode;16;-1088,384;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode;13;-496,320;Inherit;False;float3 + Color = 0@$#ifdef _ADDITIONAL_LIGHTS$Smoothness = exp2(10 * Smoothness + 1)@$int + numLights = GetAdditionalLightsCount()@$for(int i = 0@ i<numLights@i++)${$\tLight + light = GetAdditionalLight(i, WorldPosition)@$\thalf3 AttLightColor = light.color + *(light.distanceAttenuation * light.shadowAttenuation)@$\tColor += LightingSpecular(AttLightColor, + light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness)@\t$}$#endif$return + Color@;3;False;5;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;AdditionalLightsSpecular;False;False;0;5;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;23;-234.1137,81.67668;Inherit;False;Half + Lambert;True;0;2;2;In 0;In 1;Object;-1;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput;11;-1104,288;Inherit;False;World + Normal;3;1;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;8;-496,0;Inherit;False;float3 + Color = 0@$#ifdef _ADDITIONAL_LIGHTS$int numLights = GetAdditionalLightsCount()@$for(int + i = 0@ i<numLights@i++)${$\tLight light = GetAdditionalLight(i, WorldPosition)@$\tColor + += light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t$}$#endif$return + Color@;3;False;1;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsFlat;False;False;0;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;21;144,128;Inherit;False;Constant;_Vector1;Vector + 1;0;0;Create;True;0;0;False;0;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionInput;2;-1302,128;Inherit;False;Normal;3;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;5;-496,96;Inherit;False;float3 + Color = 0@$#ifdef _ADDITIONAL_LIGHTS$int numLights = GetAdditionalLightsCount()@$for(int + i = 0@ i<numLights@i++)${$\tLight light = GetAdditionalLight(i, WorldPosition)@$\thalf3 + AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\tColor + +=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\t$}$#endif$return + Color@;3;False;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;AdditionalLightsLambert;False;False;0;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitchByPipeline;19;368,0;Inherit;False;4;0;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;6;64,0;Inherit;False;Lighting + 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+ m_functionName: + m_description: Returns SRP's additional lights information calculated with the selected + lighting mode + m_additionalIncludes: + m_additionalIncludes: [] + m_outsideIncludes: [] + m_additionalPragmas: + m_additionalPragmas: [] + m_outsidePragmas: [] + m_additionalDirectives: + m_validData: 0 + m_isDirty: 1 + m_moduleName: ' Additional Directives' + m_independentModule: 1 + m_additionalDirectives: + - {fileID: 0} + - {fileID: 0} + m_shaderFunctionDirectives: [] + m_nativeDirectives: [] + m_nativeDirectivesIndex: -1 + m_nativeDirectivesFoldout: 0 + m_directivesSaveItems: + - LineType: 2 + LineValue: multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS + GUIDToggle: 0 + GUIDValue: + Origin: 2 + - LineType: 2 + LineValue: multi_compile _ _ADDITIONAL_LIGHT_SHADOWS + GUIDToggle: 0 + GUIDValue: + Origin: 2 + m_nodeCategory: 3 + m_customNodeCategory: + m_previewPosition: 0 + m_hidden: 0 |