Make a lighting system

This commit is contained in:
Sofia 2019-08-21 23:14:23 +03:00
parent a6de20c18b
commit aab4c4c71f
31 changed files with 2465 additions and 284 deletions

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@ -15,9 +15,11 @@ namespace Saltosion.OneWeapon.Effects {
private float ScreenShakeIntensity = 0.0f;
private float TimeStopCooldown = 0.0f;
private Vector3 DummyPosition;
private void Start() {
Offset = CameraTransform.position;
CameraTransform.position = Player.position + Offset;
DummyPosition = Player.position + Offset;
}
private void Update() {
@ -29,7 +31,8 @@ namespace Saltosion.OneWeapon.Effects {
}
Vector2 TargetPosition = (Player.position * 2f + Camera.ScreenToWorldPoint(Input.mousePosition)) / 3.0f;
CameraTransform.position = Vector3.Lerp(CameraTransform.position, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
DummyPosition = Vector3.Lerp(DummyPosition, TargetPosition, 5f * Time.deltaTime / Time.timeScale) + Offset;
CameraTransform.position = new Vector3(Mathf.Floor(DummyPosition.x * 100) / 100, Mathf.Floor(DummyPosition.y * 100) / 100, Mathf.Floor(DummyPosition.z));
if (ScreenShakeTime > 0) {
ScreenShakeTime -= Time.deltaTime;

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@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Saltosion.OneWeapon.Utils;
namespace Saltosion.OneWeapon.Effects {
[ExecuteInEditMode]
public class CustomLight : MonoBehaviour {
[Range(0, 20)]
public float LightSize = 10;
[Range(0, 2)]
public float LightIntensity = 1;
public Color LightTint = new Color(1, 1, 1, 1);
private LightUpdater Updater;
void Start() {
Updater = GameObject.FindGameObjectWithTag("LightUpdater").GetComponent<LightUpdater>();
Updater.RegisterLight(this);
}
void OnDestroy() {
Updater.UnregisterLight(this);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Saltosion.OneWeapon.Effects;
namespace Saltosion.OneWeapon.Utils {
[ExecuteInEditMode]
public class LightUpdater : MonoBehaviour {
public Material Material;
public Material ParticleMat;
[HideInInspector]
private List<CustomLight> Lights = new List<CustomLight>();
void Update() {
Vector4[] PosList = new Vector4[500];
float[] IntensityList = new float[500];
float[] SizeList = new float[500];
Color[] ColorList = new Color[500];
for (int i = 0; i < Lights.Count; i++) {
PosList[i] = Lights[i].transform.position;
IntensityList[i] = Lights[i].LightIntensity;
SizeList[i] = Lights[i].LightSize;
ColorList[i] = Lights[i].LightTint;
}
Material.SetInt("_LightCount", Lights.Count);
Material.SetVectorArray("_LightLocations", PosList);
Material.SetFloatArray("_LightIntensities", IntensityList);
Material.SetFloatArray("_LightSizes", SizeList);
Material.SetColorArray("_LightColors", ColorList);
ParticleMat.SetInt("_LightCount", Lights.Count);
ParticleMat.SetVectorArray("_LightLocations", PosList);
ParticleMat.SetFloatArray("_LightIntensities", IntensityList);
ParticleMat.SetFloatArray("_LightSizes", SizeList);
ParticleMat.SetColorArray("_LightColors", ColorList);
}
public void RegisterLight(CustomLight Light) {
if (Light != null) {
Lights.Add(Light);
Debug.Log("Got Light!");
}
}
public void UnregisterLight(CustomLight Light) {
int idx = Lights.IndexOf(Light);
if (idx > 0) {
Lights.Remove(Light);
Debug.Log("Removed Light!");
}
}
}
}

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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
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struct appdata
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}

View File

@ -0,0 +1,102 @@
Shader "Custom/GeneralSpriteShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_Intensity ("Intensity", Float) = 1
_LightTexture ("Light Texture", 2D) = "white" {}
_LightCount ("Light Count", Int) = 0
_AmbientLight ("Ambient Light Color", Color) = (0.0, 0.0, 0.0, 1.0)
}
SubShader
{
Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "CanUseSpriteAtlas"="true" "PreviewType"="Plane" }
ZWrite Off
Cull Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 wp : TEXCOORD1;
};
sampler2D _MainTex;
fixed4 _Color;
float4 _MainTex_ST;
float _Intensity;
sampler2D _LightTexture;
int _LightCount;
float4 _LightLocations[500];
float _LightIntensities[500];
float _LightSizes[500];
fixed4 _LightColors[500];
fixed4 _AmbientLight;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color * _Color;
float4 worldpos = mul(unity_ObjectToWorld, v.vertex);
o.wp = float2(worldpos.x, worldpos.y);
return o;
}
fixed4 frag (v2f input) : SV_Target
{
fixed4 total_light_col = _AmbientLight;
[loop]
for (int i = 0; i < _LightCount; i++) {
float size = max(_LightSizes[i], 0.01);
float2 location = float2(_LightLocations[i].x, _LightLocations[i].y);
location = input.wp - location;
location = float2(location.x / size + 0.5, location.y / size + 0.5);
if (location.x < 0 || location.x > 1 || location.y < 0 || location.y > 1) {
continue;
}
fixed4 curr_light_col = tex2D(_LightTexture, location) * _LightIntensities[i];
curr_light_col = fixed4(curr_light_col.rgb * _LightColors[i].rgb * curr_light_col.a, 0);
total_light_col += curr_light_col;
}
fixed4 sprite_col = tex2D(_MainTex, input.uv);
sprite_col = sprite_col * input.color;
fixed4 col = sprite_col * total_light_col;
col = fixed4(col.rgb * col.a + _AmbientLight.rgb, sprite_col.a * _AmbientLight.a);
col.r = min(1, col.r + _Intensity);
col.g = min(1, col.g + _Intensity);
col.b = min(1, col.b + _Intensity);
col.rgb *= col.a;
return col;
}
ENDCG
}
}
}

View File

@ -8,19 +8,21 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Particle
m_Shader: {fileID: 211, guid: 0000000000000000f000000000000000, type: 0}
m_ShaderKeywords: _ALPHABLEND_ON
m_Shader: {fileID: 4800000, guid: 1434422345737544399544f3eb31b6f9, type: 3}
m_ShaderKeywords: _ALPHATEST_ON
m_LightmapFlags: 0
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000
stringTagMap:
RenderType: Transparent
disabledShaderPasses:
- ALWAYS
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
- _AlphaTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@ -41,14 +43,26 @@ Material:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _LightTexture:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex:
m_Texture: {fileID: 2800000, guid: 0bff8cefb2c5bdc488d3b16a8bdc5159, type: 3}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MaskTex:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _NormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
@ -58,6 +72,7 @@ Material:
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats:
- PixelSnap: 0
- _BlendOp: 0
- _BumpScale: 1
- _CameraFadingEnabled: 0
@ -71,15 +86,18 @@ Material:
- _DistortionEnabled: 0
- _DistortionStrength: 1
- _DistortionStrengthScaled: 0
- _DstBlend: 10
- _DstBlend: 0
- _EmissionEnabled: 0
- _EnableExternalAlpha: 0
- _FlipbookMode: 0
- _GlossMapScale: 1
- _Glossiness: 0.5
- _GlossyReflections: 1
- _Intensity: 0
- _LightCount: 37
- _LightingEnabled: 0
- _Metallic: 0
- _Mode: 2
- _Mode: 1
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SmoothnessTextureChannel: 0
@ -87,12 +105,15 @@ Material:
- _SoftParticlesFarFadeDistance: 1
- _SoftParticlesNearFadeDistance: 0
- _SpecularHighlights: 1
- _SrcBlend: 5
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 0
- _ZWrite: 1
m_Colors:
- _AmbientLight: {r: 0, g: 0, b: 0, a: 1}
- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
- _Color: {r: 2, g: 2, b: 2, a: 1}
- _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 3.5648696, g: 3.5648696, b: 3.5648696, a: 1}
- _ColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
- _Flip: {r: 1, g: 1, b: 1, a: 1}
- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
- _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0}

View File

@ -41,7 +41,8 @@ GraphicsSettings:
m_PreloadedShaders: []
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
type: 0}
m_CustomRenderPipeline: {fileID: 0}
m_CustomRenderPipeline: {fileID: 11400000, guid: 366832664f824904189f7529d938cdde,
type: 2}
m_TransparencySortMode: 0
m_TransparencySortAxis: {x: 0, y: 0, z: 1}
m_DefaultRenderingPath: 1
@ -60,5 +61,5 @@ GraphicsSettings:
m_FogKeepExp: 1
m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
m_LightsUseLinearIntensity: 0
m_LightsUseLinearIntensity: 1
m_LightsUseColorTemperature: 0

View File

@ -66,7 +66,7 @@ PlayerSettings:
androidStartInFullscreen: 1
androidRenderOutsideSafeArea: 1
androidUseSwappy: 0
androidBlitType: 0
androidBlitType: 1
defaultIsNativeResolution: 1
macRetinaSupport: 1
runInBackground: 1
@ -547,7 +547,17 @@ PlayerSettings:
webGLLinkerTarget: 1
webGLThreadsSupport: 0
webGLWasmStreaming: 0
scriptingDefineSymbols: {}
scriptingDefineSymbols:
1: UNITY_POST_PROCESSING_STACK_V2
7: UNITY_POST_PROCESSING_STACK_V2
13: UNITY_POST_PROCESSING_STACK_V2
19: UNITY_POST_PROCESSING_STACK_V2
21: UNITY_POST_PROCESSING_STACK_V2
25: UNITY_POST_PROCESSING_STACK_V2
26: UNITY_POST_PROCESSING_STACK_V2
27: UNITY_POST_PROCESSING_STACK_V2
28: UNITY_POST_PROCESSING_STACK_V2
29: UNITY_POST_PROCESSING_STACK_V2
platformArchitecture: {}
scriptingBackend: {}
il2cppCompilerConfiguration: {}

View File

@ -18,7 +18,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 1
skinWeights: 1
textureQuality: 1
anisotropicTextures: 0
antiAliasing: 0
@ -53,7 +53,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 0
antiAliasing: 0
@ -88,7 +88,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 0
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 0
@ -123,7 +123,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 2
skinWeights: 2
textureQuality: 0
anisotropicTextures: 1
antiAliasing: 0
@ -158,7 +158,7 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 4
skinWeights: 4
textureQuality: 0
anisotropicTextures: 2
antiAliasing: 2
@ -193,10 +193,10 @@ QualitySettings:
shadowCascade2Split: 0.33333334
shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
shadowmaskMode: 1
blendWeights: 4
skinWeights: 4
textureQuality: 0
anisotropicTextures: 2
antiAliasing: 2
antiAliasing: 0
softParticles: 1
softVegetation: 1
realtimeReflectionProbes: 1

View File

@ -6,6 +6,7 @@ TagManager:
tags:
- Environment
- Enemy
- LightUpdater
layers:
- Default
- TransparentFX

BIN
Raw Assets/Light.xcf Normal file

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BIN
Raw Assets/LightBulb.xcf Normal file

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