Minor - Add Assets And Support Dual Screen

This commit is contained in:
2026-02-03 16:15:50 +01:00
parent 76132c2cbe
commit 7a3d9e54c4
1039 changed files with 149985 additions and 21327 deletions

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//------------------------------------
// OmniShade
// Copyright© 2025 OmniShade
//------------------------------------
//////////////////////////////////////////////////////////////////////////////////////////
// Mapping from Built-In to URP
//////////////////////////////////////////////////////////////////////////////////////////
#if URP
// Vertex input structure
struct appdata_full {
float4 vertex : POSITION;
float4 tangent : TANGENT;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
half4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
// Function renames
#define _LightColor0 (_MainLightColor * unity_ProbesOcclusion.r)
#define _WorldSpaceLightPos0 _MainLightPosition
#define UnityObjectToClipPos TransformObjectToHClip
#define UnityObjectToWorldNormal TransformObjectToWorldNormal
#define UnityObjectToWorldDir TransformObjectToWorldDir
#define ShadeSH9(x) SampleSH(x.rgb)
#define UnityMetaInput MetaInput
#define UnityMetaVertexPosition MetaVertexPosition
#define UnityMetaFragment MetaFragment
#ifndef unity_LightData
#define unity_LightData unity_LightData.rgb
#endif
#define unity_ShadowColor _SubtractiveShadowColor
// Macro definitions
#define UNITY_PI 3.14159265359f
#define UNITY_INITIALIZE_OUTPUT ZERO_INITIALIZE
#define UNITY_SAMPLE_TEX2D_SAMPLER(tex, samplertex, coord) tex.Sample (sampler##samplertex,coord)
#define UNITY_TRANSFER_FOG(o, outpos) o.fogCoord = ComputeFogFactor(outpos.z);
#define UNITY_APPLY_FOG(coord, col) col = MixFog(col, coord);
#define UNITY_LIGHT_ATTENUATION(atten, i, pos_world) half atten = UnityLightAttenuation(pos_world);
#define TRANSFER_SHADOW_CAST(o, v) o.pos = GetShadowPositionClip(v.vertex.xyz, v.normal);
#define UNITY_LIGHTDATA
#if !defined(LIGHT_LOOP_BEGIN)
#define LIGHT_LOOP_BEGIN(lightCount) \
for (uint lightIndex = 0u; lightIndex < lightCount; ++lightIndex) {
#define LIGHT_LOOP_END }
#endif
// Functions missing from built-in
float3 UnityObjectToViewPos(float3 pos) {
return TransformWorldToView(TransformObjectToWorld(pos));
}
float3 WorldSpaceViewDir(float4 vertex) {
float3 worldPos = TransformObjectToWorld(vertex.xyz);
float3 camPos = float3(
unity_CameraToWorld[0][3],
unity_CameraToWorld[1][3],
unity_CameraToWorld[2][3]
);
return camPos.xyz - worldPos;
}
half3 DecodeHDR (half4 data, half4 decodeInstructions) {
half alpha = decodeInstructions.w * (data.a - 1.0) + 1.0;
#if defined(UNITY_COLORSPACE_GAMMA)
return (decodeInstructions.x * alpha) * data.rgb;
#else
#if defined(UNITY_USE_NATIVE_HDR)
return decodeInstructions.x * data.rgb;
#else
return (decodeInstructions.x * pow(alpha, decodeInstructions.y)) * data.rgb;
#endif
#endif
}
half3 DecodeDirectionalLightmap (half3 color, half4 dirTex, half3 normalWorld) {
half halfLambert = dot(normalWorld, dirTex.xyz - 0.5) + 0.5;
return color * halfLambert / max(1e-4h, dirTex.w);
}
#if LIGHTMAP_ON
half3 SampleUnityLightmap(float2 uv) {
return SampleSingleLightmap(
TEXTURE2D_ARGS(unity_Lightmap, samplerunity_Lightmap),
uv,
float4(1.0, 1.0, 0.0, 0.0),
#if defined(UNITY_LIGHTMAP_FULL_HDR)
false,
#else
true,
#endif
float4(LIGHTMAP_HDR_MULTIPLIER, LIGHTMAP_HDR_EXPONENT, 0.0, 0.0)
);
}
#endif
// Custom functions
#if SHADOWS_ENABLED
half UnityLightAttenuation(float3 pos_world) {
VertexPositionInputs vi = (VertexPositionInputs)0;
vi.positionWS = pos_world;
float4 shadowCoord = GetShadowCoord(vi);
half atten = MainLightRealtimeShadow(shadowCoord);
#if UNITY_VERSION >= 202102
half shadowFade = GetMainLightShadowFade(pos_world);
atten = lerp(atten, 1, shadowFade);
#endif
return atten;
}
#endif
#if SHADOW_CASTER
float4 GetShadowPositionClip(float3 vertex, float3 normal) {
float3 positionWS = TransformObjectToWorld(vertex);
float3 normalWS = TransformObjectToWorldNormal(normal);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
#endif
#if _ADDITIONAL_LIGHTS
half AdditionalLightsShadow(uint lightIndex, half3 pos_world, Light light) {
#if SHADOWS_ENABLED
#if (USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP)
int perObjectLightIndex = lightIndex;
#else
int perObjectLightIndex = GetPerObjectLightIndex(lightIndex);
#endif
#if UNITY_VERSION >= 202102
half shadow = AdditionalLightRealtimeShadow(perObjectLightIndex, pos_world, light.direction);
shadow = lerp(shadow, 1, GetAdditionalLightShadowFade(pos_world));
#else
half shadow = AdditionalLightRealtimeShadow(perObjectLightIndex, pos_world);
#endif
return shadow;
#else
return 1;
#endif
}
#endif
half3 AdditionalLightsFrag(half3 pos_world, half3 nor_world, half4 pos_clip, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
half3 col_diffuse = 0;
#if _ADDITIONAL_LIGHTS
uint lightsCount = GetAdditionalLightsCount();
#if (USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP)
InputData inputData = (InputData)0;
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(pos_clip);
inputData.positionWS = pos_world;
#endif
LIGHT_LOOP_BEGIN(lightsCount)
Light light = GetAdditionalLight(lightIndex, pos_world);
#if (_LIGHT_LAYERS && UNITY_VERSION >= 202102)
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
half ndotl = max(0, dot(light.direction, nor_world));
ndotl = max(0, lerp(ndotl, 1, _DiffuseWrap));
ndotl = pow(ndotl, _DiffuseContrast) * _DiffuseBrightness;
half diff = ndotl;
// This line is not supported in vertex shader since it samples a texture
// so it is omitted from AdditionalLightsVert()
half atten = AdditionalLightsShadow(lightIndex, pos_world, light);
half3 col_shadow = lerp(shadowColor, 1, (atten));
#if URP && _LIGHT_COOKIES
real3 cookieColor = SampleAdditionalLightCookie(lightIndex, pos_world);
diff *= cookieColor;
#endif
col_diffuse += diff * light.color * light.distanceAttenuation * col_shadow;
}
LIGHT_LOOP_END
#endif
return col_diffuse;
}
half3 AdditionalLightsVert(half3 pos_world, half3 nor_world, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
half3 col_diffuse = 0;
#if _ADDITIONAL_LIGHTS
uint lightsCount = GetAdditionalLightsCount();
#if (USE_FORWARD_PLUS || USE_CLUSTER_LIGHT_LOOP)
InputData inputData = (InputData)0;
#endif
LIGHT_LOOP_BEGIN(lightsCount)
Light light = GetAdditionalLight(lightIndex, pos_world);
#if (_LIGHT_LAYERS && UNITY_VERSION >= 202102)
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{
half ndotl = max(0, dot(light.direction, nor_world));
ndotl = max(0, lerp(ndotl, 1, _DiffuseWrap));
ndotl = pow(ndotl, _DiffuseContrast) * _DiffuseBrightness;
half diff = ndotl;
col_diffuse += light.color * light.distanceAttenuation * diff;
}
LIGHT_LOOP_END
#endif
return col_diffuse;
}
uint GetMeshRenderingLightLayerCustom() {
#if (_LIGHT_LAYERS && UNITY_VERSION >= 202203)
return asuint(unity_RenderingLayer.x);
#elif (_LIGHT_LAYERS && UNITY_VERSION >= 202102)
return (asuint(unity_RenderingLayer.x) & RENDERING_LIGHT_LAYERS_MASK) >> RENDERING_LIGHT_LAYERS_MASK_SHIFT;
#else
return 0xFF;
#endif
}
#else
//////////////////////////////////////////////////////////////////////////////////////////
// Buit-In helper functions
//////////////////////////////////////////////////////////////////////////////////////////
#define TransformObjectToWorld(pos) mul(unity_ObjectToWorld, float4(pos, 1))
#define UNITY_LIGHTDATA half3 unity_LightData = half3(0, 0, dot(_WorldSpaceLightPos0, 1) != 0);
#define TRANSFER_SHADOW_CAST(o, v) o.pos = UnityClipSpaceShadowCasterPos(v.vertex.xyz, v.normal); o.pos = UnityApplyLinearShadowBias(o.pos);
float4x4 GetObjectToWorldMatrix() {
return unity_ObjectToWorld;
}
float4x4 GetWorldToObjectMatrix() {
return unity_WorldToObject;
}
half3 SampleUnityLightmap(float2 uv) {
half4 color = UNITY_SAMPLE_TEX2D(unity_Lightmap, uv);
return DecodeLightmap(color);
}
half3 AdditionalLightsFrag(half3 pos_world, half3 nor_world, half4 pos_clip, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
half3 col_diffuse = 0;
float4 lightPosX = unity_4LightPosX0;
float4 lightPosY = unity_4LightPosY0;
float4 lightPosZ = unity_4LightPosZ0;
float4 lightAtten = unity_4LightAtten0;
float4 toLightX = lightPosX - pos_world.x;
float4 toLightY = lightPosY - pos_world.y;
float4 toLightZ = lightPosZ - pos_world.z;
float4 lengthSq = toLightX * toLightX;
lengthSq += toLightY * toLightY;
lengthSq += toLightZ * toLightZ;
lengthSq = max(lengthSq, 0.000001);
half4 ndotl = toLightX * nor_world.x;
ndotl += toLightY * nor_world.y;
ndotl += toLightZ * nor_world.z;
ndotl = max(0, ndotl * rsqrt(lengthSq));
ndotl = max(0, lerp(ndotl, 1, _DiffuseWrap));
ndotl = pow(ndotl, _DiffuseContrast) * _DiffuseBrightness;
float4 pointAtten = 1.0 / (1.0 + lengthSq * lightAtten);
half4 diff = ndotl * pointAtten;
col_diffuse += unity_LightColor[0].rgb * diff.x;
col_diffuse += unity_LightColor[1].rgb * diff.y;
col_diffuse += unity_LightColor[2].rgb * diff.z;
col_diffuse += unity_LightColor[3].rgb * diff.w;
return col_diffuse;
}
half3 AdditionalLightsVert(half3 pos_world, half3 nor_world, half _DiffuseWrap, half _DiffuseBrightness, half _DiffuseContrast, uint meshRenderingLayers, half3 shadowColor) {
return AdditionalLightsFrag(pos_world, nor_world, 0, _DiffuseWrap, _DiffuseBrightness, _DiffuseContrast, meshRenderingLayers, shadowColor);
}
uint GetMeshRenderingLightLayerCustom() {
return 0xFF;
}
#endif