├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── UnityPackage └── Dithered Shadows.unitypackage ├── Assets ├── DitheredShadows │ ├── Resources │ │ ├── NoiseHigh.png │ │ ├── UnityDeferredLibrary.cginc.meta │ │ ├── Internal-DeferredShading-Dithering.shader.meta │ │ ├── Internal-ScreenSpaceShadows-Dithering.shader.meta │ │ ├── NoiseHigh.png.meta │ │ ├── Internal-DeferredShading-Dithering.shader │ │ ├── UnityDeferredLibrary.cginc │ │ └── Internal-ScreenSpaceShadows-Dithering.shader │ ├── Resources.meta │ ├── Editor.meta │ ├── Example │ │ ├── ExampleScene.unity.meta │ │ └── ExampleScene.unity │ ├── Example.meta │ ├── Scripts.meta │ ├── Scripts │ │ ├── DitheredShadows.cs.meta │ │ └── DitheredShadows.cs │ └── Editor │ │ ├── DitheredShadowsEditor.cs.meta │ │ └── DitheredShadowsEditor.cs └── DitheredShadows.meta ├── .gitignore ├── README.md └── LICENSE /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.3.1f1 2 | -------------------------------------------------------------------------------- /UnityPackage/Dithered Shadows.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bodhid/UnityDitheredShadows/HEAD/UnityPackage/Dithered Shadows.unitypackage -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/NoiseHigh.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/bodhid/UnityDitheredShadows/HEAD/Assets/DitheredShadows/Resources/NoiseHigh.png -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: [] 8 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 161fa2f465c170e4e85c7a11c953443f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/DitheredShadows.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d3577f41caf44748886aeeac38ba8e9 3 | folderAsset: yes 4 | timeCreated: 1521459375 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 401489f2f9a4b4e4ebc1d559acf47a7b 3 | folderAsset: yes 4 | timeCreated: 1521490415 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Example/ExampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af76c6711ec0f4e429ec2d3f216fbed6 3 | timeCreated: 1521492449 4 | licenseType: Pro 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Example.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d21c207e41983141adc30c84f5648d2 3 | folderAsset: yes 4 | timeCreated: 1521492402 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3329d9acc32720044a97ba4f53ff2dd5 3 | folderAsset: yes 4 | timeCreated: 1521492409 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/UnityDeferredLibrary.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6db29a6d6eb93d843bf2fdf87cf15464 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/Internal-DeferredShading-Dithering.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9b4ec4abb9bf5347984a4ae3cab5a8b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Ignore everything 2 | /* 3 | /*/ 4 | 5 | # Inverse ignore some stuff 6 | !/Assets/ 7 | !/ProjectSettings/ 8 | !README.md 9 | !LICENSE 10 | !/UnityPackage/ 11 | !.gitignore 12 | 13 | # OS Stuff 14 | .DS_Store 15 | ._* 16 | .Spotlight-V100 17 | .Trashes 18 | ehthumbs.db 19 | Thumbs.db 20 | $RECYCLE.BIN/ 21 | Desktop.ini -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/Internal-ScreenSpaceShadows-Dithering.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd27f4d2495dbee49b880080bd16d130 3 | timeCreated: 1521482840 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityDitheredShadows 2 | Dithered Shadows - Screen Space noise distortion for deferred rendering 3 | 4 | Add the script to your scene, it will replace 2 built-in shaders to insert the dithering effect in the rendering pipeline. No extra draw calls. 5 | 6 | Works on Directional, Point and Spot Lights! 7 | 8 | ![alt text](https://s17.postimg.cc/y051irk2n/dithered.jpg) 9 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Scripts/DitheredShadows.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ca03de55d76f714d93e12bf36198a2e 3 | timeCreated: 1521447425 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Editor/DitheredShadowsEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e90d038fd77260147af67c5dac6398b0 3 | timeCreated: 1521490422 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_ExternalVersionControlSupport: Hidden Meta Files 8 | m_SerializationMode: 2 9 | m_DefaultBehaviorMode: 0 10 | m_SpritePackerMode: 0 11 | m_SpritePackerPaddingPower: 1 12 | m_EtcTextureCompressorBehavior: 1 13 | m_EtcTextureFastCompressor: 1 14 | m_EtcTextureNormalCompressor: 2 15 | m_EtcTextureBestCompressor: 4 16 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 17 | m_ProjectGenerationRootNamespace: 18 | m_UserGeneratedProjectSuffix: 19 | m_CollabEditorSettings: 20 | inProgressEnabled: 1 21 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | m_AutoSimulation: 1 20 | m_AutoSyncTransforms: 1 21 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Bodhi Donselaar 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Editor/DitheredShadowsEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor(typeof(DitheredShadows))] 6 | [ExecuteInEditMode] 7 | public class DitheredShadowsEditor : Editor 8 | { 9 | public override void OnInspectorGUI() 10 | { 11 | DitheredShadows myTarget = (DitheredShadows)target; 12 | EditorGUILayout.BeginVertical("Box"); 13 | if (myTarget.point = EditorGUILayout.Toggle("Point Lights",myTarget.point)) 14 | { 15 | myTarget.point_size = EditorGUILayout.Slider("Size", myTarget.point_size, 0, 0.1f); 16 | } 17 | EditorGUILayout.EndVertical(); 18 | EditorGUILayout.BeginVertical("Box"); 19 | if (myTarget.direction = EditorGUILayout.Toggle("Directional Lights", myTarget.direction)) 20 | { 21 | myTarget.direction_size = EditorGUILayout.Slider("Size", myTarget.direction_size, 0, 0.1f); 22 | } 23 | EditorGUILayout.EndVertical(); 24 | EditorGUILayout.BeginVertical("Box"); 25 | if (myTarget.spot = EditorGUILayout.Toggle("Spot Lights", myTarget.spot)) 26 | { 27 | myTarget.spot_size = EditorGUILayout.Slider("Size", myTarget.spot_size, 0, 0.1f); 28 | } 29 | EditorGUILayout.EndVertical(); 30 | } 31 | 32 | } 33 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AutoSyncTransforms: 1 28 | m_AlwaysShowColliders: 0 29 | m_ShowColliderSleep: 1 30 | m_ShowColliderContacts: 0 31 | m_ShowColliderAABB: 0 32 | m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 2 9 | m_Shader: {fileID: 4800000, guid: c9b4ec4abb9bf5347984a4ae3cab5a8b, type: 3} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 2 15 | m_Shader: {fileID: 4800000, guid: cd27f4d2495dbee49b880080bd16d130, type: 3} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} 34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0} 35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} 36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} 38 | m_PreloadedShaders: [] 39 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 40 | type: 0} 41 | m_CustomRenderPipeline: {fileID: 0} 42 | m_TransparencySortMode: 0 43 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 44 | m_DefaultRenderingPath: 1 45 | m_DefaultMobileRenderingPath: 1 46 | m_TierSettings: [] 47 | m_LightmapStripping: 0 48 | m_FogStripping: 0 49 | m_InstancingStripping: 0 50 | m_LightmapKeepPlain: 1 51 | m_LightmapKeepDirCombined: 1 52 | m_LightmapKeepDynamicPlain: 1 53 | m_LightmapKeepDynamicDirCombined: 1 54 | m_LightmapKeepShadowMask: 1 55 | m_LightmapKeepSubtractive: 1 56 | m_FogKeepLinear: 1 57 | m_FogKeepExp: 1 58 | m_FogKeepExp2: 1 59 | m_AlbedoSwatchInfos: [] 60 | m_LightsUseLinearIntensity: 0 61 | m_LightsUseColorTemperature: 0 62 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Scripts/DitheredShadows.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Rendering; 3 | [ExecuteInEditMode] 4 | [System.Serializable] 5 | public class DitheredShadows : MonoBehaviour { 6 | public static Shader deferredShading, screenSpaceShadows; 7 | public static Texture2D noise; 8 | private bool _point = true; 9 | private bool _direction = true; 10 | private bool _spot = true; 11 | public bool point 12 | { 13 | get 14 | { 15 | return _point; 16 | } 17 | set 18 | { 19 | _point = value; 20 | UpdateGraphics(); 21 | } 22 | } 23 | public bool direction 24 | { 25 | get 26 | { 27 | return _direction; 28 | } 29 | set 30 | { 31 | _direction = value; 32 | UpdateGraphics(); 33 | } 34 | } 35 | public bool spot 36 | { 37 | get 38 | { 39 | return _spot; 40 | } 41 | set 42 | { 43 | _spot = value; 44 | UpdateGraphics(); 45 | } 46 | } 47 | public float point_size=0.03f; 48 | public float direction_size = 0.03f; 49 | public float spot_size = 0.03f; 50 | const BuiltinShaderType DS = BuiltinShaderType.DeferredShading; 51 | const BuiltinShaderType SSS = BuiltinShaderType.ScreenSpaceShadows; 52 | const BuiltinShaderMode CUSTOM = BuiltinShaderMode.UseCustom; 53 | const BuiltinShaderMode BUILT_IN = BuiltinShaderMode.UseBuiltin; 54 | 55 | private void OnEnable() 56 | { 57 | UpdateGraphics(); 58 | } 59 | 60 | private void UpdateGraphics() 61 | { 62 | if (deferredShading == null) deferredShading = Resources.Load("Internal-DeferredShading-Dithering"); 63 | if (screenSpaceShadows == null) screenSpaceShadows = Resources.Load("Internal-ScreenSpaceShadows-Dithering"); 64 | if (noise == null) noise = Resources.Load("NoiseHigh"); 65 | GraphicsSettings.SetShaderMode(DS, ((_point || _spot)&&enabled) ? CUSTOM : BUILT_IN); 66 | GraphicsSettings.SetCustomShader(DS, ((_point || _spot) && enabled) ? deferredShading : null); 67 | GraphicsSettings.SetShaderMode(SSS, (direction && enabled) ? CUSTOM : BUILT_IN); 68 | GraphicsSettings.SetCustomShader(SSS, (direction && enabled) ? screenSpaceShadows : null); 69 | UpdateShaders(); 70 | } 71 | 72 | private void UpdateShaders() 73 | { 74 | Shader.SetGlobalTexture("_Noise", noise); 75 | Shader.SetGlobalFloat("_DitherPoint", (_point && enabled) ? point_size : 0); 76 | Shader.SetGlobalFloat("_DitherDirection", (_direction && enabled) ? direction_size : 0); 77 | Shader.SetGlobalFloat("_DitherSpot", (_spot && enabled) ? spot_size : 0); 78 | } 79 | 80 | void Update () 81 | { 82 | UpdateShaders(); 83 | } 84 | private void OnDisable() 85 | { 86 | UpdateGraphics(); 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/NoiseHigh.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c304f4d4b652c4fb5d8aeab2c26aa4 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | externalObjects: {} 6 | serializedVersion: 4 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 0 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 0 13 | borderMipMap: 0 14 | mipMapsPreserveCoverage: 0 15 | alphaTestReferenceValue: 0.5 16 | mipMapFadeDistanceStart: 1 17 | mipMapFadeDistanceEnd: 3 18 | bumpmap: 19 | convertToNormalMap: 0 20 | externalNormalMap: 0 21 | heightScale: 0.25 22 | normalMapFilter: 0 23 | isReadable: 0 24 | grayScaleToAlpha: 0 25 | generateCubemap: 6 26 | cubemapConvolution: 0 27 | seamlessCubemap: 0 28 | textureFormat: 1 29 | maxTextureSize: 2048 30 | textureSettings: 31 | serializedVersion: 2 32 | filterMode: 0 33 | aniso: -1 34 | mipBias: -1 35 | wrapU: 0 36 | wrapV: 0 37 | wrapW: 0 38 | nPOTScale: 1 39 | lightmap: 0 40 | compressionQuality: 50 41 | spriteMode: 0 42 | spriteExtrude: 1 43 | spriteMeshType: 1 44 | alignment: 0 45 | spritePivot: {x: 0.5, y: 0.5} 46 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 47 | spritePixelsToUnits: 100 48 | alphaUsage: 1 49 | alphaIsTransparency: 0 50 | spriteTessellationDetail: -1 51 | textureType: 0 52 | textureShape: 1 53 | maxTextureSizeSet: 0 54 | compressionQualitySet: 0 55 | textureFormatSet: 0 56 | platformSettings: 57 | - buildTarget: DefaultTexturePlatform 58 | maxTextureSize: 2048 59 | resizeAlgorithm: 0 60 | textureFormat: -1 61 | textureCompression: 1 62 | compressionQuality: 50 63 | crunchedCompression: 0 64 | allowsAlphaSplitting: 0 65 | overridden: 0 66 | androidETC2FallbackOverride: 0 67 | - buildTarget: Standalone 68 | maxTextureSize: 256 69 | resizeAlgorithm: 0 70 | textureFormat: 3 71 | textureCompression: 1 72 | compressionQuality: 50 73 | crunchedCompression: 0 74 | allowsAlphaSplitting: 0 75 | overridden: 1 76 | androidETC2FallbackOverride: 0 77 | - buildTarget: iPhone 78 | maxTextureSize: 2048 79 | resizeAlgorithm: 0 80 | textureFormat: -1 81 | textureCompression: 1 82 | compressionQuality: 50 83 | crunchedCompression: 0 84 | allowsAlphaSplitting: 0 85 | overridden: 0 86 | androidETC2FallbackOverride: 0 87 | - buildTarget: Android 88 | maxTextureSize: 2048 89 | resizeAlgorithm: 0 90 | textureFormat: -1 91 | textureCompression: 1 92 | compressionQuality: 50 93 | crunchedCompression: 0 94 | allowsAlphaSplitting: 0 95 | overridden: 0 96 | androidETC2FallbackOverride: 0 97 | - buildTarget: WebGL 98 | maxTextureSize: 2048 99 | resizeAlgorithm: 0 100 | textureFormat: -1 101 | textureCompression: 1 102 | compressionQuality: 50 103 | crunchedCompression: 0 104 | allowsAlphaSplitting: 0 105 | overridden: 0 106 | androidETC2FallbackOverride: 0 107 | spriteSheet: 108 | serializedVersion: 2 109 | sprites: [] 110 | outline: [] 111 | physicsShape: [] 112 | spritePackingTag: 113 | userData: 114 | assetBundleName: 115 | assetBundleVariant: 116 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/Internal-DeferredShading-Dithering.shader: -------------------------------------------------------------------------------- 1 | // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) 2 | 3 | Shader "Hidden/Bodhi Donselaar/Internal-DeferredShading" { 4 | Properties { 5 | _LightTexture0 ("", any) = "" {} 6 | _LightTextureB0 ("", 2D) = "" {} 7 | _ShadowMapTexture ("", any) = "" {} 8 | _SrcBlend ("", Float) = 1 9 | _DstBlend ("", Float) = 1 10 | } 11 | SubShader { 12 | 13 | // Pass 1: Lighting pass 14 | // LDR case - Lighting encoded into a subtractive ARGB8 buffer 15 | // HDR case - Lighting additively blended into floating point buffer 16 | Pass { 17 | ZWrite Off 18 | Blend [_SrcBlend] [_DstBlend] 19 | 20 | CGPROGRAM 21 | #pragma target 3.0 22 | #pragma vertex vert_deferred 23 | #pragma fragment frag 24 | #pragma multi_compile_lightpass 25 | #pragma multi_compile ___ UNITY_HDR_ON 26 | 27 | #pragma exclude_renderers nomrt 28 | 29 | #include "UnityCG.cginc" 30 | #include "UnityDeferredLibrary.cginc" 31 | #include "UnityPBSLighting.cginc" 32 | #include "UnityStandardUtils.cginc" 33 | #include "UnityGBuffer.cginc" 34 | #include "UnityStandardBRDF.cginc" 35 | 36 | sampler2D _CameraGBufferTexture0; 37 | sampler2D _CameraGBufferTexture1; 38 | sampler2D _CameraGBufferTexture2; 39 | 40 | half4 CalculateLight (unity_v2f_deferred i) 41 | { 42 | float3 wpos; 43 | float2 uv; 44 | float atten, fadeDist; 45 | UnityLight light; 46 | UNITY_INITIALIZE_OUTPUT(UnityLight, light); 47 | UnityDeferredCalculateLightParams (i, wpos, uv, light.dir, atten, fadeDist); 48 | 49 | light.color = _LightColor.rgb * atten; 50 | 51 | // unpack Gbuffer 52 | half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv); 53 | half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv); 54 | half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv); 55 | UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2); 56 | 57 | float3 eyeVec = normalize(wpos-_WorldSpaceCameraPos); 58 | half oneMinusReflectivity = 1 - SpecularStrength(data.specularColor.rgb); 59 | 60 | UnityIndirect ind; 61 | UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind); 62 | ind.diffuse = 0; 63 | ind.specular = 0; 64 | 65 | half4 res = UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, -eyeVec, light, ind); 66 | 67 | return res; 68 | } 69 | 70 | #ifdef UNITY_HDR_ON 71 | half4 72 | #else 73 | fixed4 74 | #endif 75 | frag (unity_v2f_deferred i) : SV_Target 76 | { 77 | half4 c = CalculateLight(i); 78 | #ifdef UNITY_HDR_ON 79 | return c; 80 | #else 81 | return exp2(-c); 82 | #endif 83 | } 84 | 85 | ENDCG 86 | } 87 | 88 | 89 | // Pass 2: Final decode pass. 90 | // Used only with HDR off, to decode the logarithmic buffer into the main RT 91 | Pass { 92 | ZTest Always Cull Off ZWrite Off 93 | Stencil { 94 | ref [_StencilNonBackground] 95 | readmask [_StencilNonBackground] 96 | // Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207) 97 | compback equal 98 | compfront equal 99 | } 100 | 101 | CGPROGRAM 102 | #pragma target 3.0 103 | #pragma vertex vert 104 | #pragma fragment frag 105 | #pragma exclude_renderers nomrt 106 | 107 | #include "UnityCG.cginc" 108 | 109 | sampler2D _LightBuffer; 110 | struct v2f { 111 | float4 vertex : SV_POSITION; 112 | float2 texcoord : TEXCOORD0; 113 | }; 114 | 115 | v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0) 116 | { 117 | v2f o; 118 | o.vertex = UnityObjectToClipPos(vertex); 119 | o.texcoord = texcoord.xy; 120 | #ifdef UNITY_SINGLE_PASS_STEREO 121 | o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f); 122 | #endif 123 | return o; 124 | } 125 | 126 | fixed4 frag (v2f i) : SV_Target 127 | { 128 | return -log2(tex2D(_LightBuffer, i.texcoord)); 129 | } 130 | ENDCG 131 | } 132 | 133 | } 134 | Fallback Off 135 | } 136 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 5 8 | m_QualitySettings: 9 | - 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serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | sensitivity: 1000 51 | snap: 0 52 | invert: 0 53 | type: 0 54 | axis: 0 55 | joyNum: 0 56 | - serializedVersion: 3 57 | m_Name: Fire2 58 | descriptiveName: 59 | descriptiveNegativeName: 60 | negativeButton: 61 | positiveButton: left alt 62 | altNegativeButton: 63 | altPositiveButton: mouse 1 64 | gravity: 1000 65 | dead: 0.001 66 | sensitivity: 1000 67 | snap: 0 68 | invert: 0 69 | type: 0 70 | axis: 0 71 | joyNum: 0 72 | - 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serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/UnityDeferredLibrary.cginc: -------------------------------------------------------------------------------- 1 | // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) 2 | 3 | #ifndef UNITY_DEFERRED_LIBRARY_INCLUDED 4 | #define UNITY_DEFERRED_LIBRARY_INCLUDED 5 | 6 | // Deferred lighting / shading helpers 7 | 8 | 9 | // -------------------------------------------------------- 10 | // Vertex shader 11 | 12 | struct unity_v2f_deferred { 13 | float4 pos : SV_POSITION; 14 | float4 uv : TEXCOORD0; 15 | float3 ray : TEXCOORD1; 16 | }; 17 | 18 | float _LightAsQuad; 19 | 20 | unity_v2f_deferred vert_deferred (float4 vertex : POSITION, float3 normal : NORMAL) 21 | { 22 | unity_v2f_deferred o; 23 | o.pos = UnityObjectToClipPos(vertex); 24 | o.uv = ComputeScreenPos(o.pos); 25 | o.ray = UnityObjectToViewPos(vertex) * float3(-1,-1,1); 26 | 27 | // normal contains a ray pointing from the camera to one of near plane's 28 | // corners in camera space when we are drawing a full screen quad. 29 | // Otherwise, when rendering 3D shapes, use the ray calculated here. 30 | o.ray = lerp(o.ray, normal, _LightAsQuad); 31 | 32 | return o; 33 | } 34 | 35 | 36 | // -------------------------------------------------------- 37 | // Shared uniforms 38 | 39 | 40 | UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); 41 | 42 | float4 _LightDir; 43 | float4 _LightPos; 44 | float4 _LightColor; 45 | float4 unity_LightmapFade; 46 | float4x4 unity_WorldToLight; 47 | sampler2D _LightTextureB0; 48 | 49 | #if defined (POINT_COOKIE) 50 | samplerCUBE _LightTexture0; 51 | #else 52 | sampler2D _LightTexture0; 53 | #endif 54 | 55 | #if defined (SHADOWS_SCREEN) 56 | sampler2D _ShadowMapTexture; 57 | #endif 58 | 59 | #if defined (SHADOWS_SHADOWMASK) 60 | sampler2D _CameraGBufferTexture4; 61 | #endif 62 | 63 | // -------------------------------------------------------- 64 | // Shadow/fade helpers 65 | 66 | // Receiver plane depth bias create artifacts when depth is retrieved from 67 | // the depth buffer. see UnityGetReceiverPlaneDepthBias in UnityShadowLibrary.cginc 68 | #ifdef UNITY_USE_RECEIVER_PLANE_BIAS 69 | #undef UNITY_USE_RECEIVER_PLANE_BIAS 70 | #endif 71 | 72 | #include "UnityShadowLibrary.cginc" 73 | 74 | 75 | //Note : 76 | // SHADOWS_SHADOWMASK + LIGHTMAP_SHADOW_MIXING -> ShadowMask mode 77 | // SHADOWS_SHADOWMASK only -> Distance shadowmask mode 78 | 79 | // -------------------------------------------------------- 80 | half UnityDeferredSampleShadowMask(float2 uv) 81 | { 82 | half shadowMaskAttenuation = 1.0f; 83 | 84 | #if defined (SHADOWS_SHADOWMASK) 85 | half4 shadowMask = tex2D(_CameraGBufferTexture4, uv); 86 | shadowMaskAttenuation = saturate(dot(shadowMask, unity_OcclusionMaskSelector)); 87 | #endif 88 | 89 | return shadowMaskAttenuation; 90 | } 91 | 92 | // -------------------------------------------------------- 93 | half UnityDeferredSampleRealtimeShadow(half fade, float3 vec, float2 uv) 94 | { 95 | half shadowAttenuation = 1.0f; 96 | 97 | #if defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE) 98 | #if defined(SHADOWS_SCREEN) 99 | shadowAttenuation = tex2D(_ShadowMapTexture, uv).r; 100 | #endif 101 | #endif 102 | 103 | #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) 104 | //avoid expensive shadows fetches in the distance where coherency will be good 105 | UNITY_BRANCH 106 | if (fade < (1.0f - 1e-2f)) 107 | { 108 | #endif 109 | 110 | #if defined(SPOT) 111 | #if defined(SHADOWS_DEPTH) 112 | float4 shadowCoord = mul(unity_WorldToShadow[0], float4(vec, 1)); 113 | shadowAttenuation = UnitySampleShadowmap(shadowCoord); 114 | #endif 115 | #endif 116 | 117 | #if defined (POINT) || defined (POINT_COOKIE) 118 | #if defined(SHADOWS_CUBE) 119 | shadowAttenuation = UnitySampleShadowmap(vec); 120 | #endif 121 | #endif 122 | 123 | #if defined(UNITY_FAST_COHERENT_DYNAMIC_BRANCHING) && defined(SHADOWS_SOFT) && !defined(LIGHTMAP_SHADOW_MIXING) 124 | } 125 | #endif 126 | 127 | return shadowAttenuation; 128 | } 129 | 130 | // -------------------------------------------------------- 131 | half UnityDeferredComputeShadow(float3 vec, float fadeDist, float2 uv) 132 | { 133 | 134 | half fade = UnityComputeShadowFade(fadeDist); 135 | half shadowMaskAttenuation = UnityDeferredSampleShadowMask(uv); 136 | half realtimeShadowAttenuation = UnityDeferredSampleRealtimeShadow(fade, vec, uv); 137 | 138 | return UnityMixRealtimeAndBakedShadows(realtimeShadowAttenuation, shadowMaskAttenuation, fade); 139 | } 140 | 141 | // -------------------------------------------------------- 142 | // Common lighting data calculation (direction, attenuation, ...) 143 | uniform sampler2D _Noise; 144 | uniform float _DitherPoint, _DitherSpot; 145 | float4 _Noise_TexelSize; 146 | void UnityDeferredCalculateLightParams ( 147 | unity_v2f_deferred i, 148 | out float3 outWorldPos, 149 | out float2 outUV, 150 | out half3 outLightDir, 151 | out float outAtten, 152 | out float outFadeDist) 153 | { 154 | i.ray = i.ray * (_ProjectionParams.z / i.ray.z); 155 | float2 uv = i.uv.xy / i.uv.w; 156 | 157 | // read depth and reconstruct world position 158 | float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv); 159 | depth = Linear01Depth (depth); 160 | float4 vpos = float4(i.ray * depth,1); 161 | float3 wpos = mul (unity_CameraToWorld, vpos).xyz; 162 | 163 | //Custom offset 164 | float3 offset = (-0.5 + (tex2D(_Noise, uv*(_ScreenParams.xy*_Noise_TexelSize.xy)).rgb)); 165 | 166 | float fadeDist = UnityComputeShadowFadeDistance(wpos, vpos.z); 167 | 168 | // spot light case 169 | #if defined (SPOT) 170 | float3 tolight = _LightPos.xyz - wpos; 171 | half3 lightDir = normalize (tolight); 172 | 173 | float4 uvCookie = mul (unity_WorldToLight, float4(wpos,1)); 174 | // negative bias because http://aras-p.info/blog/2010/01/07/screenspace-vs-mip-mapping/ 175 | float atten = tex2Dbias (_LightTexture0, float4(uvCookie.xy / uvCookie.w, 0, -8)).w; 176 | atten *= uvCookie.w < 0; 177 | float att = dot(tolight, tolight) * _LightPos.w; 178 | atten *= tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL; 179 | 180 | atten *= UnityDeferredComputeShadow (wpos + (offset* _DitherSpot), fadeDist, uv); 181 | 182 | // directional light case 183 | #elif defined (DIRECTIONAL) || defined (DIRECTIONAL_COOKIE) 184 | half3 lightDir = -_LightDir.xyz; 185 | float atten = 1.0; 186 | atten *= UnityDeferredComputeShadow (wpos, fadeDist, uv); //distance to cam checken 187 | 188 | #if defined (DIRECTIONAL_COOKIE) 189 | atten *= tex2Dbias (_LightTexture0, float4(mul(unity_WorldToLight, half4(wpos,1)).xy, 0, -8)).w; 190 | #endif //DIRECTIONAL_COOKIE 191 | 192 | // point light case 193 | #elif defined (POINT) || defined (POINT_COOKIE) 194 | float3 tolight = wpos - _LightPos.xyz; // HIER SHADOWS HIER 195 | 196 | tolight += offset* _DitherPoint; 197 | half3 lightDir = -normalize (tolight); 198 | 199 | float att = dot(tolight, tolight) * _LightPos.w; 200 | float atten = tex2D (_LightTextureB0, att.rr).UNITY_ATTEN_CHANNEL; 201 | atten *= UnityDeferredComputeShadow (tolight, fadeDist,uv); 202 | 203 | #if defined (POINT_COOKIE) 204 | atten *= texCUBEbias(_LightTexture0, float4(mul(unity_WorldToLight, half4(wpos,1)).xyz, -8)).w; 205 | #endif //POINT_COOKIE 206 | #else 207 | half3 lightDir = 0; 208 | float atten = 0; 209 | #endif 210 | 211 | outWorldPos = wpos; 212 | outUV = uv; 213 | outLightDir = lightDir; 214 | outAtten = atten; 215 | outFadeDist = fadeDist; 216 | } 217 | 218 | #endif // UNITY_DEFERRED_LIBRARY_INCLUDED 219 | -------------------------------------------------------------------------------- /Assets/DitheredShadows/Resources/Internal-ScreenSpaceShadows-Dithering.shader: -------------------------------------------------------------------------------- 1 | // Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt) 2 | 3 | // Collects cascaded shadows into screen space buffer 4 | Shader "Hidden/Bodhi Donselaar/Internal-ScreenSpaceShadows" { 5 | Properties { 6 | _ShadowMapTexture ("", any) = "" {} 7 | } 8 | 9 | CGINCLUDE 10 | 11 | UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture); 12 | float4 _ShadowMapTexture_TexelSize; 13 | #define SHADOWMAPSAMPLER_AND_TEXELSIZE_DEFINED 14 | 15 | #include "UnityCG.cginc" 16 | #include "UnityShadowLibrary.cginc" 17 | 18 | // Configuration 19 | 20 | 21 | // Should receiver plane bias be used? This estimates receiver slope using derivatives, 22 | // and tries to tilt the PCF kernel along it. However, since we're doing it in screenspace 23 | // from the depth texture, the derivatives are wrong on edges or intersections of objects, 24 | // leading to possible shadow artifacts. So it's disabled by default. 25 | // See also UnityGetReceiverPlaneDepthBias in UnityShadowLibrary.cginc. 26 | //#define UNITY_USE_RECEIVER_PLANE_BIAS 27 | 28 | 29 | // Blend between shadow cascades to hide the transition seams? 30 | #define UNITY_USE_CASCADE_BLENDING 0 31 | #define UNITY_CASCADE_BLEND_DISTANCE 0.1 32 | 33 | 34 | struct appdata { 35 | float4 vertex : POSITION; 36 | float2 texcoord : TEXCOORD0; 37 | #ifdef UNITY_STEREO_INSTANCING_ENABLED 38 | float3 ray0 : TEXCOORD1; 39 | float3 ray1 : TEXCOORD2; 40 | #else 41 | float3 ray : TEXCOORD1; 42 | #endif 43 | UNITY_VERTEX_INPUT_INSTANCE_ID 44 | }; 45 | 46 | struct v2f { 47 | 48 | float4 pos : SV_POSITION; 49 | 50 | // xy uv / zw screenpos 51 | float4 uv : TEXCOORD0; 52 | // View space ray, for perspective case 53 | float3 ray : TEXCOORD1; 54 | // Orthographic view space positions (need xy as well for oblique matrices) 55 | float3 orthoPosNear : TEXCOORD2; 56 | float3 orthoPosFar : TEXCOORD3; 57 | UNITY_VERTEX_INPUT_INSTANCE_ID 58 | UNITY_VERTEX_OUTPUT_STEREO 59 | }; 60 | 61 | v2f vert (appdata v) 62 | { 63 | v2f o; 64 | UNITY_SETUP_INSTANCE_ID(v); 65 | UNITY_TRANSFER_INSTANCE_ID(v, o); 66 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); 67 | float4 clipPos = UnityObjectToClipPos(v.vertex); 68 | o.pos = clipPos; 69 | o.uv.xy = v.texcoord; 70 | 71 | // unity_CameraInvProjection at the PS level. 72 | o.uv.zw = ComputeNonStereoScreenPos(clipPos); 73 | 74 | // Perspective case 75 | #ifdef UNITY_STEREO_INSTANCING_ENABLED 76 | o.ray = unity_StereoEyeIndex == 0 ? v.ray0 : v.ray1; 77 | #else 78 | o.ray = v.ray; 79 | #endif 80 | 81 | // To compute view space position from Z buffer for orthographic case, 82 | // we need different code than for perspective case. We want to avoid 83 | // doing matrix multiply in the pixel shader: less operations, and less 84 | // constant registers used. Particularly with constant registers, having 85 | // unity_CameraInvProjection in the pixel shader would push the PS over SM2.0 86 | // limits. 87 | clipPos.y *= _ProjectionParams.x; 88 | float3 orthoPosNear = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y,-1,1)).xyz; 89 | float3 orthoPosFar = mul(unity_CameraInvProjection, float4(clipPos.x,clipPos.y, 1,1)).xyz; 90 | orthoPosNear.z *= -1; 91 | orthoPosFar.z *= -1; 92 | o.orthoPosNear = orthoPosNear; 93 | o.orthoPosFar = orthoPosFar; 94 | 95 | return o; 96 | } 97 | 98 | // ------------------------------------------------------------------ 99 | // Helpers 100 | // ------------------------------------------------------------------ 101 | UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); 102 | // sizes of cascade projections, relative to first one 103 | float4 unity_ShadowCascadeScales; 104 | 105 | // 106 | // Keywords based defines 107 | // 108 | #if defined (SHADOWS_SPLIT_SPHERES) 109 | #define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights_splitSpheres(wpos) 110 | #else 111 | #define GET_CASCADE_WEIGHTS(wpos, z) getCascadeWeights( wpos, z ) 112 | #endif 113 | 114 | #if defined (SHADOWS_SINGLE_CASCADE) 115 | #define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord_SingleCascade(wpos) 116 | #else 117 | #define GET_SHADOW_COORDINATES(wpos,cascadeWeights) getShadowCoord(wpos,cascadeWeights) 118 | #endif 119 | 120 | /** 121 | * Gets the cascade weights based on the world position of the fragment. 122 | * Returns a float4 with only one component set that corresponds to the appropriate cascade. 123 | */ 124 | inline fixed4 getCascadeWeights(float3 wpos, float z) 125 | { 126 | fixed4 zNear = float4( z >= _LightSplitsNear ); 127 | fixed4 zFar = float4( z < _LightSplitsFar ); 128 | fixed4 weights = zNear * zFar; 129 | return weights; 130 | } 131 | 132 | /** 133 | * Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade. 134 | * Returns a float4 with only one component set that corresponds to the appropriate cascade. 135 | */ 136 | inline fixed4 getCascadeWeights_splitSpheres(float3 wpos) 137 | { 138 | float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz; 139 | float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz; 140 | float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz; 141 | float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz; 142 | float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3)); 143 | fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii); 144 | weights.yzw = saturate(weights.yzw - weights.xyz); 145 | return weights; 146 | } 147 | 148 | /** 149 | * Returns the shadowmap coordinates for the given fragment based on the world position and z-depth. 150 | * These coordinates belong to the shadowmap atlas that contains the maps for all cascades. 151 | */ 152 | inline float4 getShadowCoord( float4 wpos, fixed4 cascadeWeights ) 153 | { 154 | float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz; 155 | float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz; 156 | float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz; 157 | float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz; 158 | float4 shadowMapCoordinate = float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1); 159 | #if defined(UNITY_REVERSED_Z) 160 | float noCascadeWeights = 1 - dot(cascadeWeights, float4(1, 1, 1, 1)); 161 | shadowMapCoordinate.z += noCascadeWeights; 162 | #endif 163 | return shadowMapCoordinate; 164 | } 165 | 166 | /** 167 | * Same as the getShadowCoord; but optimized for single cascade 168 | */ 169 | inline float4 getShadowCoord_SingleCascade( float4 wpos ) 170 | { 171 | return float4( mul (unity_WorldToShadow[0], wpos).xyz, 0); 172 | } 173 | 174 | uniform sampler2D _Noise; 175 | uniform float _DitherDirection; 176 | float4 _Noise_TexelSize; 177 | /** 178 | * Get camera space coord from depth and inv projection matrices 179 | */ 180 | inline float3 computeCameraSpacePosFromDepthAndInvProjMat(v2f i) 181 | { 182 | float zdepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); 183 | 184 | #if defined(UNITY_REVERSED_Z) 185 | zdepth = 1 - zdepth; 186 | #endif 187 | 188 | // View position calculation for oblique clipped projection case. 189 | // this will not be as precise nor as fast as the other method 190 | // (which computes it from interpolated ray & depth) but will work 191 | // with funky projections. 192 | float4 clipPos = float4(i.uv.zw, zdepth, 1.0); 193 | clipPos.xyz = 2.0f * clipPos.xyz - 1.0f; 194 | float4 camPos = mul(unity_CameraInvProjection, clipPos); 195 | camPos.xyz /= camPos.w; 196 | camPos.z *= -1; 197 | return camPos.xyz; 198 | } 199 | 200 | /** 201 | * Get camera space coord from depth and info from VS 202 | */ 203 | inline float3 computeCameraSpacePosFromDepthAndVSInfo(v2f i) 204 | { 205 | //Custom offset 206 | float3 offset = (-0.5 + (tex2D(_Noise, i.uv*(_ScreenParams.xy*_Noise_TexelSize.xy)).rgb)); 207 | 208 | float zdepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); 209 | 210 | // 0..1 linear depth, 0 at camera, 1 at far plane. 211 | float depth = lerp(Linear01Depth(zdepth), zdepth, unity_OrthoParams.w); 212 | #if defined(UNITY_REVERSED_Z) 213 | zdepth = 1 - zdepth; 214 | #endif 215 | 216 | // view position calculation for perspective & ortho cases 217 | float3 vposPersp = i.ray * depth; 218 | float3 vposOrtho = lerp(i.orthoPosNear, i.orthoPosFar, zdepth); 219 | // pick the perspective or ortho position as needed 220 | float3 camPos = lerp(vposPersp, vposOrtho, unity_OrthoParams.w); 221 | return camPos.xyz+ (offset * _DitherDirection); 222 | } 223 | 224 | inline float3 computeCameraSpacePosFromDepth(v2f i); 225 | 226 | /** 227 | * Hard shadow 228 | */ 229 | fixed4 frag_hard (v2f i) : SV_Target 230 | { 231 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // required for sampling the correct slice of the shadow map render texture array 232 | 233 | float3 vpos = computeCameraSpacePosFromDepth(i); 234 | 235 | float4 wpos = mul (unity_CameraToWorld, float4(vpos,1)); 236 | 237 | 238 | fixed4 cascadeWeights = GET_CASCADE_WEIGHTS (wpos, vpos.z); 239 | float4 shadowCoord = GET_SHADOW_COORDINATES(wpos, cascadeWeights); 240 | 241 | //1 tap hard shadow 242 | fixed shadow = UNITY_SAMPLE_SHADOW(_ShadowMapTexture, shadowCoord); 243 | shadow = lerp(_LightShadowData.r, 1.0, shadow); 244 | 245 | fixed4 res = shadow; 246 | return res; 247 | } 248 | 249 | /** 250 | * Soft Shadow (SM 3.0) 251 | */ 252 | fixed4 frag_pcfSoft(v2f i) : SV_Target 253 | { 254 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); // required for sampling the correct slice of the shadow map render texture array 255 | 256 | float3 vpos = computeCameraSpacePosFromDepth(i); 257 | 258 | // sample the cascade the pixel belongs to 259 | float4 wpos = mul(unity_CameraToWorld, float4(vpos,1)); 260 | fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(wpos, vpos.z); 261 | float4 coord = GET_SHADOW_COORDINATES(wpos, cascadeWeights); 262 | 263 | float3 receiverPlaneDepthBias = 0.0; 264 | #ifdef UNITY_USE_RECEIVER_PLANE_BIAS 265 | // Reveiver plane depth bias: need to calculate it based on shadow coordinate 266 | // as it would be in first cascade; otherwise derivatives 267 | // at cascade boundaries will be all wrong. So compute 268 | // it from cascade 0 UV, and scale based on which cascade we're in. 269 | float3 coordCascade0 = getShadowCoord_SingleCascade(wpos); 270 | float biasMultiply = dot(cascadeWeights,unity_ShadowCascadeScales); 271 | receiverPlaneDepthBias = UnityGetReceiverPlaneDepthBias(coordCascade0.xyz, biasMultiply); 272 | #endif 273 | 274 | #if defined(SHADER_API_MOBILE) 275 | half shadow = UnitySampleShadowmap_PCF5x5(coord, receiverPlaneDepthBias); 276 | #else 277 | half shadow = UnitySampleShadowmap_PCF7x7(coord, receiverPlaneDepthBias); 278 | #endif 279 | shadow = lerp(_LightShadowData.r, 1.0f, shadow); 280 | 281 | // Blend between shadow cascades if enabled 282 | // 283 | // Not working yet with split spheres, and no need when 1 cascade 284 | #if UNITY_USE_CASCADE_BLENDING && !defined(SHADOWS_SPLIT_SPHERES) && !defined(SHADOWS_SINGLE_CASCADE) 285 | half4 z4 = (float4(vpos.z,vpos.z,vpos.z,vpos.z) - _LightSplitsNear) / (_LightSplitsFar - _LightSplitsNear); 286 | half alpha = dot(z4 * cascadeWeights, half4(1,1,1,1)); 287 | 288 | UNITY_BRANCH 289 | if (alpha > 1 - UNITY_CASCADE_BLEND_DISTANCE) 290 | { 291 | // get alpha to 0..1 range over the blend distance 292 | alpha = (alpha - (1 - UNITY_CASCADE_BLEND_DISTANCE)) / UNITY_CASCADE_BLEND_DISTANCE; 293 | 294 | // sample next cascade 295 | cascadeWeights = fixed4(0, cascadeWeights.xyz); 296 | coord = GET_SHADOW_COORDINATES(wpos, cascadeWeights); 297 | 298 | #ifdef UNITY_USE_RECEIVER_PLANE_BIAS 299 | biasMultiply = dot(cascadeWeights,unity_ShadowCascadeScales); 300 | receiverPlaneDepthBias = UnityGetReceiverPlaneDepthBias(coordCascade0.xyz, biasMultiply); 301 | #endif 302 | 303 | half shadowNextCascade = UnitySampleShadowmap_PCF3x3(coord, receiverPlaneDepthBias); 304 | shadowNextCascade = lerp(_LightShadowData.r, 1.0f, shadowNextCascade); 305 | shadow = lerp(shadow, shadowNextCascade, alpha); 306 | } 307 | #endif 308 | 309 | return shadow; 310 | } 311 | ENDCG 312 | 313 | 314 | // ---------------------------------------------------------------------------------------- 315 | // Subshader for hard shadows: 316 | // Just collect shadows into the buffer. Used on pre-SM3 GPUs and when hard shadows are picked. 317 | 318 | SubShader { 319 | Tags{ "ShadowmapFilter" = "HardShadow" } 320 | Pass { 321 | ZWrite Off ZTest Always Cull Off 322 | 323 | CGPROGRAM 324 | #pragma vertex vert 325 | #pragma fragment frag_hard 326 | #pragma multi_compile_shadowcollector 327 | 328 | inline float3 computeCameraSpacePosFromDepth(v2f i) 329 | { 330 | return computeCameraSpacePosFromDepthAndVSInfo(i); 331 | } 332 | ENDCG 333 | } 334 | } 335 | 336 | // ---------------------------------------------------------------------------------------- 337 | // Subshader for hard shadows: 338 | // Just collect shadows into the buffer. Used on pre-SM3 GPUs and when hard shadows are picked. 339 | // This version does inv projection at the PS level, slower and less precise however more general. 340 | 341 | SubShader { 342 | Tags{ "ShadowmapFilter" = "HardShadow_FORCE_INV_PROJECTION_IN_PS" } 343 | Pass{ 344 | ZWrite Off ZTest Always Cull Off 345 | 346 | CGPROGRAM 347 | #pragma vertex vert 348 | #pragma fragment frag_hard 349 | #pragma multi_compile_shadowcollector 350 | 351 | inline float3 computeCameraSpacePosFromDepth(v2f i) 352 | { 353 | return computeCameraSpacePosFromDepthAndInvProjMat(i); 354 | } 355 | ENDCG 356 | } 357 | } 358 | 359 | // ---------------------------------------------------------------------------------------- 360 | // Subshader that does soft PCF filtering while collecting shadows. 361 | // Requires SM3 GPU. 362 | 363 | Subshader { 364 | Tags {"ShadowmapFilter" = "PCF_SOFT"} 365 | Pass { 366 | ZWrite Off ZTest Always Cull Off 367 | 368 | CGPROGRAM 369 | #pragma vertex vert 370 | #pragma fragment frag_pcfSoft 371 | #pragma multi_compile_shadowcollector 372 | #pragma target 3.0 373 | 374 | inline float3 computeCameraSpacePosFromDepth(v2f i) 375 | { 376 | return computeCameraSpacePosFromDepthAndVSInfo(i); 377 | } 378 | ENDCG 379 | } 380 | } 381 | 382 | // ---------------------------------------------------------------------------------------- 383 | // Subshader that does soft PCF filtering while collecting shadows. 384 | // Requires SM3 GPU. 385 | // This version does inv projection at the PS level, slower and less precise however more general. 386 | 387 | Subshader{ 388 | Tags{ "ShadowmapFilter" = "PCF_SOFT_FORCE_INV_PROJECTION_IN_PS" } 389 | Pass{ 390 | ZWrite Off ZTest Always Cull Off 391 | 392 | CGPROGRAM 393 | #pragma vertex vert 394 | #pragma fragment frag_pcfSoft 395 | #pragma multi_compile_shadowcollector 396 | #pragma target 3.0 397 | 398 | inline float3 computeCameraSpacePosFromDepth(v2f i) 399 | { 400 | return computeCameraSpacePosFromDepthAndInvProjMat(i); 401 | } 402 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