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7 mesi fa | |
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| SubGraphs | 7 mesi fa | |
| CustomLighting.hlsl | 7 mesi fa | |
| CustomLighting.hlsl.meta | 7 mesi fa | |
| LICENSE | 7 mesi fa | |
| LICENSE.meta | 7 mesi fa | |
| README.md | 7 mesi fa | |
| README.md.meta | 7 mesi fa | |
| SubGraphs.meta | 7 mesi fa | |
| package.json | 7 mesi fa | |
| package.json.meta | 7 mesi fa | |
Some custom lighting functions/sub-graphs for Shader Graph, Universal Render Pipeline. If anything breaks, let me know by opening an issue!
+ This version is for URP v12+ (Unity 2021.2+) For use with older versions use the v8 branch!
https://github.com/Cyanilux/URP_ShaderGraphCustomLighting.gitMain Light
Main Light Shadows
Main Light Cookie- For supporting cookies. Will also enable cookies for additional lights (as they use the same keyword)
Main Light Layer Test - For supporting Light Layers. Pass your shading calculation from main light through here.
Main Light Diffuse (handles Lambert / NdotL calculation)
Main Light Specular Highlights - handles specular highlights based on Phong or BlinnPhong models
Additional Lights - Loops through each additional light, point, spotlights, etc. Handles diffuse, specular and shadows. Supports Forward+ path (in 2022.2+)
Main Light Cookie node is used (or _LIGHT_COOKIES Boolean Keyword is defined in Blackboard)Main Light Layer Test node is used (or _LIGHT_LAYERS Boolean Keyword is defined in Blackboard)Sample Shadowmask - attach this to the Shadowmask port on the Main Light Shadows and Additional Lights sub graphs, in order to support Shadowmask baked lighting mode
Ambient SampleSH - uses per-pixel SampleSH, use add node to apply this. Can alternatively use the built-in Baked GI node)
Subtractive GI - for supporting Subtractive baked lighting mode. Should connect Main Light Shadows node to first port. Uses MixRealtimeAndBakedGI function from URP ShaderLibrary
Mix Fog - applies fog to the colour, should be used just before outputting to BaseColor on Master Stack
Phong Specular and Blinn-Phong Specular subgraphs are now considered deprecated - use Main Light Specular Highlights instead.