├── .gitignore
├── Assets
├── ExampleAssets.meta
├── ExampleAssets
│ ├── Materials.meta
│ ├── Materials
│ │ ├── ConstructionLight_Mat.mat
│ │ ├── ConstructionLight_Mat.mat.meta
│ │ ├── DryWallPainted_Mat.mat
│ │ ├── DryWallPainted_Mat.mat.meta
│ │ ├── DryWall_Mat.mat
│ │ ├── DryWall_Mat.mat.meta
│ │ ├── Ground_Mat.mat
│ │ ├── Ground_Mat.mat.meta
│ │ ├── Hammer_Mat.mat
│ │ ├── Hammer_Mat.mat.meta
│ │ ├── HardHat_Mat.mat
│ │ ├── HardHat_Mat.mat.meta
│ │ ├── Jigsaw_Mat.mat
│ │ ├── Jigsaw_Mat.mat.meta
│ │ ├── LightBulb_Mat.mat
│ │ ├── LightBulb_Mat.mat.meta
│ │ ├── Liquid_Mat.mat
│ │ ├── Liquid_Mat.mat.meta
│ │ ├── Metal_Blue_Simple_Mat.mat
│ │ ├── Metal_Blue_Simple_Mat.mat.meta
│ │ ├── Metal_Simple_Mat.mat
│ │ ├── Metal_Simple_Mat.mat.meta
│ │ ├── OBS_Mat.mat
│ │ ├── OBS_Mat.mat.meta
│ │ ├── Paint1G_WAnim_Material.mat
│ │ ├── Paint1G_WAnim_Material.mat.meta
│ │ ├── PaintBrush_Mat.mat
│ │ ├── PaintBrush_Mat.mat.meta
│ │ ├── PaintLabel_Mat.mat
│ │ ├── PaintLabel_Mat.mat.meta
│ │ ├── Plastic_Black_Mat.mat
│ │ ├── Plastic_Black_Mat.mat.meta
│ │ ├── Plastic_Gray_Mat.mat
│ │ ├── Plastic_Gray_Mat.mat.meta
│ │ ├── Plastic_Ridges_Mat.mat
│ │ ├── Plastic_Ridges_Mat.mat.meta
│ │ ├── Plastic_Rough_Mat.mat
│ │ ├── Plastic_Rough_Mat.mat.meta
│ │ ├── Plastic_Transparent.mat
│ │ ├── Plastic_Transparent.mat.meta
│ │ ├── Plastic_White_Mat.mat
│ │ ├── Plastic_White_Mat.mat.meta
│ │ ├── Plastic_Yellow_Mat.mat
│ │ ├── Plastic_Yellow_Mat.mat.meta
│ │ ├── Strap_Mat.mat
│ │ ├── Strap_Mat.mat.meta
│ │ ├── Stud_Mat.mat
│ │ └── Stud_Mat.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── ConstructionLight_Low.fbx
│ │ ├── ConstructionLight_Low.fbx.meta
│ │ ├── Stud.fbx
│ │ ├── Stud.fbx.meta
│ │ ├── Workbench.fbx
│ │ ├── Workbench.fbx.meta
│ │ ├── Workbench_Low.fbx
│ │ ├── Workbench_Low.fbx.meta
│ │ ├── Workshop_Set.fbx
│ │ ├── Workshop_Set.fbx.meta
│ │ ├── brush_low.fbx
│ │ ├── brush_low.fbx.meta
│ │ ├── hammer_low.fbx
│ │ ├── hammer_low.fbx.meta
│ │ ├── jigsaw_low.fbx
│ │ ├── jigsaw_low.fbx.meta
│ │ ├── magneticlevel_low.fbx
│ │ ├── magneticlevel_low.fbx.meta
│ │ ├── paintbucket_low.fbx
│ │ ├── paintbucket_low.fbx.meta
│ │ ├── safetygoggles_low.fbx
│ │ ├── safetygoggles_low.fbx.meta
│ │ ├── safetyhat_low.fbx
│ │ ├── safetyhat_low.fbx.meta
│ │ ├── small_plane.fbx
│ │ └── small_plane.fbx.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── Construction Light Low.prefab
│ │ ├── Construction Light Low.prefab.meta
│ │ ├── Paint Supplies.prefab
│ │ ├── Paint Supplies.prefab.meta
│ │ ├── Props.prefab
│ │ ├── Props.prefab.meta
│ │ ├── Workbench.prefab
│ │ ├── Workbench.prefab.meta
│ │ ├── Workbench_LOD0.prefab
│ │ ├── Workbench_LOD0.prefab.meta
│ │ ├── Workbench_LOD1.prefab
│ │ ├── Workbench_LOD1.prefab.meta
│ │ ├── Workshop Set.prefab
│ │ └── Workshop Set.prefab.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── Paint1G_WAnim_Shader.ShaderGraph
│ │ └── Paint1G_WAnim_Shader.ShaderGraph.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── Concrete.meta
│ │ ├── Concrete
│ │ ├── Ground_Albedo.tif
│ │ ├── Ground_Albedo.tif.meta
│ │ ├── Ground_MetallicOcculusionSmoothness.tif
│ │ ├── Ground_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Ground_Normal.tif
│ │ └── Ground_Normal.tif.meta
│ │ ├── Drywall.meta
│ │ ├── Drywall
│ │ ├── DrywallPainted_Normal.tif
│ │ ├── DrywallPainted_Normal.tif.meta
│ │ ├── Drywall_Albedo.tif
│ │ ├── Drywall_Albedo.tif.meta
│ │ ├── Drywall_AlbedoSmoothness.tif
│ │ ├── Drywall_AlbedoSmoothness.tif.meta
│ │ ├── Drywall_Normal.tif
│ │ └── Drywall_Normal.tif.meta
│ │ ├── Metal.meta
│ │ ├── Metal
│ │ ├── Metal_Albedo.tif
│ │ ├── Metal_Albedo.tif.meta
│ │ ├── Metal_MetallicSmoothness.tif
│ │ ├── Metal_MetallicSmoothness.tif.meta
│ │ ├── Metal_Normal.tif
│ │ └── Metal_Normal.tif.meta
│ │ ├── Plastic.meta
│ │ ├── Plastic
│ │ ├── Elastic_MetallicOcculusionSmoothness.tif
│ │ ├── Elastic_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Elastic_Normal.tif
│ │ ├── Elastic_Normal.tif.meta
│ │ ├── PlasticRidges_Albedo.tif
│ │ ├── PlasticRidges_Albedo.tif.meta
│ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif
│ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif.meta
│ │ ├── PlasticRidges_Normal.tif
│ │ ├── PlasticRidges_Normal.tif.meta
│ │ ├── PlasticRough_Albedo.tif
│ │ ├── PlasticRough_Albedo.tif.meta
│ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif
│ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Plastic_AlbedoSmoothness.tif
│ │ ├── Plastic_AlbedoSmoothness.tif.meta
│ │ ├── Plastic_Normal.tif
│ │ └── Plastic_Normal.tif.meta
│ │ ├── Props.meta
│ │ ├── Props
│ │ ├── Construction_Light.meta
│ │ ├── Construction_Light
│ │ │ ├── ConstructionLight_Albedo.tif
│ │ │ ├── ConstructionLight_Albedo.tif.meta
│ │ │ ├── ConstructionLight_MetallicOcculusionSmoothness.tif
│ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Hammer.meta
│ │ ├── Hammer
│ │ │ ├── Hammer_Albedo.tif
│ │ │ ├── Hammer_Albedo.tif.meta
│ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif
│ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── Hammer_Normal.tif
│ │ │ └── Hammer_Normal.tif.meta
│ │ ├── HardHat.meta
│ │ ├── HardHat
│ │ │ ├── SafetyHat_Albedo.tif
│ │ │ ├── SafetyHat_Albedo.tif.meta
│ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif
│ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── SafetyHat_Normal.tif
│ │ │ └── SafetyHat_Normal.tif.meta
│ │ ├── Jigsaw.meta
│ │ ├── Jigsaw
│ │ │ ├── Jigsaw_Albedo.tif
│ │ │ ├── Jigsaw_Albedo.tif.meta
│ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif
│ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── Jigsaw_Normal.tif
│ │ │ └── Jigsaw_Normal.tif.meta
│ │ ├── Paint.meta
│ │ └── Paint
│ │ │ ├── Paint1G_Albedo.tif
│ │ │ ├── Paint1G_Albedo.tif.meta
│ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif
│ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif.meta
│ │ │ ├── Paint1G_Normal.tif
│ │ │ ├── Paint1G_Normal.tif.meta
│ │ │ ├── Paint5G_AlbedoSmoothness.tif
│ │ │ ├── Paint5G_AlbedoSmoothness.tif.meta
│ │ │ ├── PaintAnimMask.tif
│ │ │ ├── PaintAnimMask.tif.meta
│ │ │ ├── PaintLabel.tif
│ │ │ ├── PaintLabel.tif.meta
│ │ │ ├── Paintbrush_Albedo.tif
│ │ │ ├── Paintbrush_Albedo.tif.meta
│ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif
│ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── Paintbrush_Normal.tif
│ │ │ └── Paintbrush_Normal.tif.meta
│ │ ├── Wood.meta
│ │ └── Wood
│ │ ├── OBS_Albedo.tif
│ │ ├── OBS_Albedo.tif.meta
│ │ ├── OBS_MetallicOcculusionSmoothness.tif
│ │ ├── OBS_MetallicOcculusionSmoothness.tif.meta
│ │ ├── OBS_Normal.tif
│ │ ├── OBS_Normal.tif.meta
│ │ ├── Plywood_Albedo.tif
│ │ ├── Plywood_Albedo.tif.meta
│ │ ├── Plywood_MetallicOcculusionSmoothness.tif
│ │ ├── Plywood_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Plywood_Normal.tif
│ │ └── Plywood_Normal.tif.meta
├── Materials.meta
├── Materials
│ ├── SimpleUnlit.mat
│ ├── SimpleUnlit.mat.meta
│ ├── Skybox_Mat.mat
│ ├── Skybox_Mat.mat.meta
│ ├── Sphere.mat
│ └── Sphere.mat.meta
├── Presets.meta
├── Presets
│ ├── AudioCompressedInMemory.preset
│ ├── AudioCompressedInMemory.preset.meta
│ ├── AudioStreaming.preset
│ ├── AudioStreaming.preset.meta
│ ├── Defaults.meta
│ ├── Defaults
│ │ ├── AlbedoTexture_Default.preset
│ │ ├── AlbedoTexture_Default.preset.meta
│ │ ├── AudioDecompressOnLoad.preset
│ │ ├── AudioDecompressOnLoad.preset.meta
│ │ ├── DirectionalLight_Default.preset
│ │ └── DirectionalLight_Default.preset.meta
│ ├── NormalTexture.preset
│ ├── NormalTexture.preset.meta
│ ├── UtilityTexture.preset
│ └── UtilityTexture.preset.meta
├── Readme.asset
├── Readme.asset.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ ├── SolarSystem.unity
│ └── SolarSystem.unity.meta
├── Scripts.meta
├── Scripts
│ ├── OmnidirectionalLight.cs
│ ├── OmnidirectionalLight.cs.meta
│ ├── Orbit.cs
│ ├── Orbit.cs.meta
│ ├── SimpleCameraController.cs
│ └── SimpleCameraController.cs.meta
├── Settings.meta
├── Settings
│ ├── ForwardRenderer.asset
│ ├── ForwardRenderer.asset.meta
│ ├── SampleSceneProfile.asset
│ ├── SampleSceneProfile.asset.meta
│ ├── UniversalRP-HighQuality.asset
│ ├── UniversalRP-HighQuality.asset.meta
│ ├── UniversalRP-LowQuality.asset
│ ├── UniversalRP-LowQuality.asset.meta
│ ├── UniversalRP-MediumQuality.asset
│ └── UniversalRP-MediumQuality.asset.meta
├── ShaderGraphs.meta
├── ShaderGraphs
│ ├── OmnidirectionalLightingGraph.shadergraph
│ └── OmnidirectionalLightingGraph.shadergraph.meta
├── TutorialInfo.meta
└── TutorialInfo
│ ├── Icons.meta
│ ├── Icons
│ ├── Help_Icon.png
│ ├── Help_Icon.png.meta
│ ├── UniversalIcon.png
│ └── UniversalIcon.png.meta
│ ├── Layout.wlt
│ ├── Layout.wlt.meta
│ ├── Scripts.meta
│ └── Scripts
│ ├── Editor.meta
│ ├── Editor
│ ├── ReadmeEditor.cs
│ └── ReadmeEditor.cs.meta
│ ├── Readme.cs
│ └── Readme.cs.meta
├── GitImages
├── IllustrativeExample.jpg
└── Orbiting.gif
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
└── XRSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | *.csproj
2 | *.sln
3 | .idea/
4 | Library/
5 | Temp/
6 | obj/
7 | Logs/
8 |
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1 | using UnityEngine;
2 |
3 | [ExecuteInEditMode]
4 | public class OmnidirectionalLight : MonoBehaviour
5 | {
6 | ///
7 | /// The parameter name. This must match the one in your shaders
8 | ///
9 | private static readonly string _shaderPosName = "_OmniLightPos";
10 |
11 | private static readonly string _shaderColorName = "_OmniLightColor";
12 |
13 | [SerializeField] private Color _lightColor;
14 |
15 | public void Update()
16 | {
17 | Shader.SetGlobalVector(_shaderPosName, transform.position);
18 | Shader.SetGlobalVector(_shaderColorName, _lightColor);
19 | }
20 | }
21 |
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/Assets/Scripts/Orbit.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace OmnidirectionalLightTest
5 | {
6 | ///
7 | /// https://gamedev.stackexchange.com/a/128144
8 | ///
9 | public class Orbit : MonoBehaviour
10 | {
11 | [SerializeField] private float _orbitSpeed = 1f;
12 | [SerializeField] private float _alpha = 0f;
13 | [SerializeField] private float _tilt = 45f;
14 |
15 | private void Update()
16 | {
17 | transform.localPosition = new Vector2(
18 | 0f + (10f * MCos(_alpha) * MCos(_tilt) - 5f * MSin(_alpha) * MSin(_tilt)),
19 | 0f + (10f * MCos(_alpha) * MSin(_tilt) + 5f * MSin(_alpha) * MCos(_tilt)));
20 |
21 | _alpha += _orbitSpeed;
22 | }
23 |
24 | private float MCos(float value)
25 | {
26 | return Mathf.Cos(Mathf.Deg2Rad * value);
27 | }
28 |
29 | private float MSin(float value)
30 | {
31 | return Mathf.Sin(Mathf.Deg2Rad * value);
32 | }
33 | }
34 | }
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1 | using System;
2 | using UnityEngine;
3 |
4 | public class Readme : ScriptableObject {
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6 | public string title;
7 | public Section[] sections;
8 | public bool loadedLayout;
9 |
10 | [Serializable]
11 | public class Section {
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13 | }
14 | }
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/README.md:
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1 | # Omnidirectional Lighting with Shader Graph
2 |
3 |
4 | ## What is Omnidirectional Lighting
5 |
6 | A simple experiment to create an Omnidirectional Light source. Similar to a point light, but with no falloff.
7 | A directonal light has no position, just a direction. So all objects lit by a directional light are lit "as if the light is point at it from
8 | the direction of the directional light" regardless of where you have placed it in your scene. For the real world, this is essentially how sunlight works.
9 |
10 | An Omnidirectional is a sort of the opposite. It lights an object based on it's position. Think of it as a point light with no falloff.
11 |
12 | On the left is a directional light. Despite it's position, it is lighting the planet from "below".
13 | On the right is an omnidirectional light.
14 |
15 | 
16 |
17 | ## How it works
18 |
19 | A directional light has no position. So there is no URP constant you can call on to get the Main Light's position. Instead you need to define a property of your own. This is done using Shader.SetGlobalVector() from within a MonoBehaviour. You can then access it from within Shader Graph by referencing it on the Blackboard.
20 |
21 | ## The Project
22 |
23 | This project has no fancy graphics, just a simple example.
24 |
25 | 
26 |
27 | It consists of an OmnidirectionalLight monobehaviour that is placed on the object in the scene that defines the lights position and a shadergraph that
28 | uses that position to calculate the light direction.
29 |
30 | This has been set up in the scene called SolarSystem. It has a very rudimentary orbit script placed on some spheres, each of which are using the OmnidirectionalLit shader graph.
31 | There is also a larger yellow sphere with the OmnidirectinalLight component on it.
32 |
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