├── .gitignore ├── Assets ├── Point Light 2D.meta └── Point Light 2D │ ├── Materials.meta │ ├── Materials │ ├── Light Additive.mat │ ├── Light Additive.mat.meta │ ├── Light Alpha Blend.mat │ ├── Light Alpha Blend.mat.meta │ ├── Light Realtime Gradient.mat │ ├── Light Realtime Gradient.mat.meta │ ├── Particle.mat │ ├── Particle.mat.meta │ ├── Shadow Image.mat │ ├── Shadow Image.mat.meta │ ├── Wall.mat │ └── Wall.mat.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── Point Light.prefab │ └── Point Light.prefab.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Move.cs │ ├── Move.cs.meta │ ├── PointLight2D.cs │ └── PointLight2D.cs.meta │ ├── Shaders.meta │ ├── Shaders │ ├── Realtime Gradient.shader │ ├── Realtime Gradient.shader.meta │ ├── Shadow Renderer.shader │ └── Shadow Renderer.shader.meta │ ├── Textures.meta │ ├── Textures │ ├── Shadow Image.png │ └── Shadow Image.png.meta │ ├── main.unity │ ├── main.unity.meta │ ├── solid lights.unity │ └── solid lights.unity.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset ├── UnityAnalyticsManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | 6 | # Autogenerated VS/MD solution and project files 7 | /*.csproj 8 | /*.unityproj 9 | /*.sln 10 | /*.suo 11 | /*.user 12 | /*.userprefs 13 | /*.pidb 14 | /*.booproj 15 | 16 | #Unity3D Generated File On Crash Reports 17 | sysinfo.txt 18 | -------------------------------------------------------------------------------- /Assets/Point Light 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5edd7e76d83f34d2bba03306ff26a9e0 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Scripts/Move.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Move : MonoBehaviour 5 | { 6 | private void Update () 7 | { 8 | Vector3 velocity = Vector3.zero; 9 | 10 | float horz = Input.GetAxis ("Horizontal"); 11 | velocity = Vector3.right * horz; 12 | 13 | 14 | Vector3 prevPosHorz = transform.position; 15 | transform.Translate (velocity * Time.deltaTime * 5, Space.World); 16 | 17 | // do sliding collision here 18 | 19 | 20 | float vert = Input.GetAxis ("Vertical"); 21 | velocity = Vector3.up * vert; 22 | 23 | Vector3 prevPosVert = transform.position; 24 | transform.Translate (velocity * Time.deltaTime * 5, Space.World); 25 | 26 | // do sliding collision here 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Scripts/Move.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bc7090e317ca847b0af2abd7389c5bda 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Scripts/PointLight2D.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | 5 | [ExecuteInEditMode] 6 | public class PointLight2D : MonoBehaviour 7 | { 8 | [Header("Shadows are based on the alpha channel")] 9 | [Header("Lights need to be on a seperate layer excluded by the camera")] 10 | [Space(20)] 11 | [SerializeField] 12 | [Range(0, 0.1f)] 13 | float shadowBias = 0.001f; 14 | [SerializeField] 15 | [Range(0, 10)] 16 | float blurSize; 17 | [SerializeField] 18 | [Range(0, 8)] 19 | int blurIterations = 0; 20 | [SerializeField] 21 | Shader lightDistanceShader; 22 | [SerializeField] 23 | [Header("Only in edit mode")] 24 | Gradient lightGradient = new Gradient() 25 | { 26 | alphaKeys = new GradientAlphaKey[] { 27 | new GradientAlphaKey(1, 0), 28 | new GradientAlphaKey(1, 1) 29 | }, 30 | colorKeys = new GradientColorKey[] { 31 | new GradientColorKey(Color.white, 0), 32 | new GradientColorKey(Color.white, 1) 33 | } 34 | }; 35 | [SerializeField] 36 | [Header("Only in edit mode")] 37 | AnimationCurve fallOffCurve = AnimationCurve.EaseInOut(0, 1, 1, 0); 38 | 39 | [SerializeField] 40 | [Header("Don't multiply shadow alpha by light gradient")] 41 | bool solidShadow = false; 42 | [Space(20)] 43 | [SerializeField] 44 | Color gradientTint = Color.white; 45 | [SerializeField] 46 | Color shadowColor = Color.black; 47 | 48 | [Header("This will have a large effect on performance")] 49 | [SerializeField] 50 | [Range(32, 512)] 51 | int shadowMapSize = 512; 52 | 53 | [SerializeField] 54 | [Header("Distance based penumbras. Very expensive")] 55 | bool highQualityPenumbras = false; 56 | 57 | [SerializeField] 58 | [Header("Leave these guys alone.")] 59 | Mesh _lightmesh; 60 | [SerializeField] 61 | Material _lightMaterial; 62 | 63 | // 64 | RenderTexture _texTarget; 65 | List _tempRenderTextures = new List (); 66 | Material _materialShadow; 67 | Camera _shadowCamera; 68 | 69 | [HideInInspector][SerializeField] 70 | Texture2D _fallOffTexture; 71 | MaterialPropertyBlock _propertyBlock; 72 | 73 | Camera ShadowCamera 74 | { 75 | get 76 | { 77 | if(_shadowCamera == null) 78 | { 79 | _shadowCamera = GetComponent(); 80 | if(_shadowCamera == null) 81 | { 82 | _shadowCamera = gameObject.AddComponent(); 83 | } 84 | _shadowCamera.orthographic = true; 85 | _shadowCamera.clearFlags = CameraClearFlags.Color; 86 | _shadowCamera.backgroundColor = Color.clear; 87 | _shadowCamera.renderingPath = RenderingPath.VertexLit; 88 | _shadowCamera.nearClipPlane = -100; 89 | _shadowCamera.farClipPlane = 100; 90 | } 91 | return _shadowCamera; 92 | } 93 | } 94 | 95 | 96 | Material ShadowMaterial 97 | { 98 | get 99 | { 100 | if(_materialShadow == null) 101 | { 102 | _materialShadow = new Material(lightDistanceShader); 103 | _materialShadow.hideFlags = HideFlags.DontSave; 104 | } 105 | return _materialShadow; 106 | } 107 | } 108 | 109 | Texture2D FallOffTexture 110 | { 111 | get 112 | { 113 | if(_fallOffTexture == null) 114 | { 115 | _fallOffTexture = new Texture2D(128, 1); 116 | _fallOffTexture.wrapMode = TextureWrapMode.Clamp; 117 | } 118 | return _fallOffTexture; 119 | } 120 | } 121 | 122 | 123 | MaterialPropertyBlock PropertyBlock 124 | { 125 | get 126 | { 127 | if (_propertyBlock == null) 128 | { 129 | _propertyBlock = new MaterialPropertyBlock(); 130 | } 131 | return _propertyBlock; 132 | } 133 | } 134 | 135 | RenderTexture OutputTexture 136 | { 137 | get 138 | { 139 | if(_texTarget == null) 140 | { 141 | _texTarget = new RenderTexture (shadowMapSize, shadowMapSize, 0, RenderTextureFormat.Default); 142 | _texTarget.wrapMode = TextureWrapMode.Clamp; 143 | _texTarget.hideFlags = HideFlags.DontSave; 144 | PropertyBlock.SetTexture("_MainTex", _texTarget); 145 | } 146 | return _texTarget; 147 | } 148 | } 149 | 150 | public Color GradientTint 151 | { 152 | set { gradientTint = value; } 153 | get { return gradientTint; } 154 | } 155 | 156 | void DestroySafe(UnityEngine.Object obj) 157 | { 158 | if(obj == null) 159 | { 160 | return; 161 | } 162 | 163 | if(Application.isEditor) 164 | { 165 | DestroyImmediate(obj); 166 | } 167 | else 168 | { 169 | Destroy(obj); 170 | } 171 | } 172 | 173 | [ContextMenu("Regenerate Curve")] 174 | void RegenerateCurve() 175 | { 176 | var colors = new Color[128]; 177 | for(var i = 0; i < 128; i++) 178 | { 179 | colors[i] = lightGradient.Evaluate(i / 128.0f); 180 | colors[i].a *= fallOffCurve.Evaluate(i / 128.0f); 181 | } 182 | FallOffTexture.SetPixels(colors); 183 | FallOffTexture.Apply(); 184 | } 185 | 186 | void OnDisable () 187 | { 188 | DestroySafe (_texTarget); 189 | DestroySafe (_fallOffTexture); 190 | DestroySafe (_materialShadow); 191 | ReleaseAllRenderTextures (); 192 | } 193 | 194 | void Update() 195 | { 196 | if(Application.isEditor && !Application.isPlaying) 197 | { 198 | RegenerateCurve(); 199 | } 200 | 201 | shadowMapSize = Mathf.NextPowerOfTwo (shadowMapSize); 202 | shadowMapSize = Mathf.Clamp (shadowMapSize, 8, 2048); 203 | 204 | if(OutputTexture.width != shadowMapSize) 205 | { 206 | DestroySafe(_texTarget); 207 | } 208 | PropertyBlock.SetTexture("_MainTex", OutputTexture); 209 | 210 | var shadowMap = PushRenderTexture(shadowMapSize, shadowMapSize); 211 | ShadowCamera.targetTexture = shadowMap; 212 | ShadowCamera.rect = new Rect (0, 0, 1, 1); 213 | ShadowCamera.Render (); 214 | ShadowCamera.targetTexture = null; 215 | 216 | if(highQualityPenumbras) 217 | { 218 | ShadowMaterial.EnableKeyword("ULTRA_QUALITY"); 219 | } 220 | else 221 | { 222 | ShadowMaterial.DisableKeyword("ULTRA_QUALITY"); 223 | } 224 | 225 | if (solidShadow) 226 | { 227 | ShadowMaterial.EnableKeyword("SOLID_SHADOW"); 228 | } 229 | else 230 | { 231 | ShadowMaterial.DisableKeyword("SOLID_SHADOW"); 232 | } 233 | 234 | ShadowMaterial.SetTexture ("_FallOffTex", _fallOffTexture); 235 | ShadowMaterial.SetFloat ("_BlurSize", blurSize * ((float)shadowMapSize / 512)); 236 | ShadowMaterial.SetFloat ("_ShadowOffset", shadowBias); 237 | ShadowMaterial.SetColor ("_ShadowColor", shadowColor); 238 | ShadowMaterial.SetColor ("_ColorTint", gradientTint); 239 | 240 | // Calculate the distance between the light and centre 241 | var texLightDistance = PushRenderTexture (shadowMapSize, shadowMapSize); 242 | Graphics.Blit (shadowMap, texLightDistance, ShadowMaterial, 0); 243 | 244 | // Stretch it into a dual parabaloid 245 | var texStretched = PushRenderTexture (shadowMapSize, shadowMapSize); 246 | Graphics.Blit (texLightDistance, texStretched, ShadowMaterial, 1); 247 | 248 | // Here we compress it into a 1D distance map 249 | var texDownSampled = texStretched; 250 | var width = shadowMapSize; 251 | while (width > 2) 252 | { 253 | width /= 2; 254 | var texDownSampleTemp = PushRenderTexture (width, shadowMapSize); 255 | Graphics.Blit (texDownSampled, texDownSampleTemp, ShadowMaterial, 2); 256 | texDownSampled = texDownSampleTemp; 257 | } 258 | 259 | // Finally do a distance compare and shadow map 260 | Graphics.Blit (texDownSampled, OutputTexture, ShadowMaterial, 3); 261 | 262 | // Blur the results 263 | if(blurIterations > 0) 264 | { 265 | var pingPong = RenderTexture.GetTemporary(shadowMapSize, shadowMapSize, 0); 266 | for(int i = 0; i < blurIterations; i++) 267 | { 268 | Graphics.Blit(OutputTexture, pingPong, ShadowMaterial, 5); 269 | Graphics.Blit(pingPong, OutputTexture, ShadowMaterial, 4); 270 | } 271 | RenderTexture.ReleaseTemporary(pingPong); 272 | } 273 | 274 | ReleaseAllRenderTextures (); 275 | transform.localScale = Vector3.one * _shadowCamera.orthographicSize * 2; 276 | Graphics.DrawMesh(_lightmesh, transform.localToWorldMatrix, _lightMaterial, gameObject.layer, null, 0, PropertyBlock); 277 | } 278 | 279 | RenderTexture PushRenderTexture (int width, int height, int depth = 0, RenderTextureFormat format = RenderTextureFormat.Default) 280 | { 281 | var tex = RenderTexture.GetTemporary (width, height, depth, format); 282 | tex.filterMode = FilterMode.Point; 283 | tex.wrapMode = TextureWrapMode.Clamp; 284 | _tempRenderTextures.Add (tex); 285 | return tex; 286 | } 287 | 288 | void ReleaseAllRenderTextures () 289 | { 290 | foreach (var item in _tempRenderTextures) 291 | { 292 | RenderTexture.ReleaseTemporary (item); 293 | } 294 | _tempRenderTextures.Clear (); 295 | } 296 | } 297 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Scripts/PointLight2D.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 46ca2bc0d213e40caa92a8117e736a34 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - lightDistanceShader: {fileID: 4800000, guid: 7619dc64791c8422eb6090776b30dd46, 7 | type: 3} 8 | - _lightmesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} 9 | - _lightMaterial: {fileID: 2100000, guid: 485ff7fa925e64684afe937b69cdc915, type: 2} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 632e188e3cc51421d86c86554b88492c 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Shaders/Realtime Gradient.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Realtime Gradient" 2 | { 3 | Properties 4 | { 5 | 6 | _MainTex ("Texture", 2D) = "white" {} 7 | _Color ("Color", COLOR) = (1, 1, 1, 1) 8 | _ColorStart ("Color Start", COLOR) = (1, 1, 1, 1) 9 | _ColorEnd ("Color End", COLOR) = (1, 1, 1, 1) 10 | } 11 | SubShader 12 | { 13 | Tags { "RenderType"="Transparent" "Queue"="Transparent" } 14 | LOD 100 15 | 16 | Blend SrcAlpha OneMinusSrcAlpha 17 | ZWrite Off 18 | 19 | Pass 20 | { 21 | CGPROGRAM 22 | #pragma vertex vert 23 | #pragma fragment frag 24 | 25 | #include "UnityCG.cginc" 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float2 uv : TEXCOORD0; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float2 uv : TEXCOORD0; 36 | float4 vertex : SV_POSITION; 37 | }; 38 | 39 | sampler2D _MainTex; 40 | float4 _MainTex_ST; 41 | 42 | v2f vert (appdata v) 43 | { 44 | v2f o; 45 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 46 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 47 | return o; 48 | } 49 | 50 | fixed4 _Color; 51 | fixed4 _ColorStart; 52 | fixed4 _ColorEnd; 53 | 54 | fixed4 frag (v2f i) : SV_Target 55 | { 56 | // sample the texture 57 | fixed4 col = tex2D(_MainTex, i.uv); 58 | fixed circle = length((i.uv - 0.5) * 2); 59 | clip(1 - circle); 60 | return col * lerp(_ColorStart, _ColorEnd, circle) * _Color; 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Shaders/Realtime Gradient.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eee5115b72dd242e4b37f63876753184 3 | timeCreated: 1456742579 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Point Light 2D/Shaders/Shadow Renderer.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Shadow/Distance" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | 5 | } 6 | 7 | // Shader code pasted into all further CGPROGRAM blocks 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : POSITION; 14 | float2 uv[3] : TEXCOORD0; 15 | }; 16 | 17 | sampler2D _SrcTex; 18 | sampler2D _MainTex; 19 | sampler2D _FallOffTex; 20 | float4 _MainTex_TexelSize; 21 | 22 | float _MinLuminance; 23 | float _ShadowOffset; 24 | float4 _FallOff; 25 | 26 | v2f vert(appdata_img v) { 27 | v2f o; 28 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 29 | 30 | o.uv[0] = v.texcoord.xy; 31 | o.uv[1] = v.texcoord.xy; 32 | 33 | #if UNITY_UV_STARTS_AT_TOP 34 | if (_MainTex_TexelSize.y < 0) 35 | o.uv[0].y = 1-o.uv[0].y; 36 | #endif 37 | 38 | return o; 39 | } 40 | 41 | v2f vertOffset(appdata_img v) { 42 | v2f o; 43 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 44 | 45 | o.uv[0] = v.texcoord.xy; 46 | o.uv[1] = v.texcoord.xy; 47 | 48 | #if UNITY_UV_STARTS_AT_TOP 49 | if (_MainTex_TexelSize.y < 0) 50 | o.uv[0].y = 1-o.uv[0].y; 51 | #endif 52 | 53 | o.uv[2] = o.uv[1]; 54 | o.uv[2].x -= _MainTex_TexelSize.x; 55 | 56 | return o; 57 | } 58 | 59 | v2f vertQuadrant(appdata_img v) { 60 | v2f o; 61 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 62 | 63 | o.uv[0] = v.texcoord.xy; 64 | o.uv[1] = v.texcoord.xy; 65 | 66 | #if UNITY_UV_STARTS_AT_TOP 67 | if (_MainTex_TexelSize.y < 0) 68 | o.uv[0].y = 1-o.uv[0].y; 69 | #endif 70 | 71 | o.uv[2].x = 2.0f * (o.uv[1].x - 0.5f); 72 | o.uv[2].y = 2.0f * (o.uv[1].y - 0.5f); 73 | 74 | return o; 75 | } 76 | 77 | fixed4 frag(v2f i) : COLOR 78 | { 79 | fixed4 color = tex2D(_MainTex, i.uv[1]); 80 | fixed distance = lerp(1.0f, length(i.uv[1] - 0.5), step(0.001, color.a)); 81 | 82 | // save it to the Red channel 83 | return fixed4(distance, 0, 0, 1); 84 | } 85 | 86 | fixed4 fragStretch(v2f i) : COLOR 87 | { 88 | //translate u and v into [-1 , 1] domain 89 | float u0 = (i.uv[1].x) * 2 - 1; 90 | float v0 = (i.uv[1].y) * 2 - 1; 91 | 92 | //then, as u0 approaches 0 (the center), v should also approach 0 93 | v0 = v0 * abs(u0); 94 | //convert back from [-1,1] domain to [0,1] domain 95 | v0 = (v0 + 1) / 2; 96 | //we now have the coordinates for reading from the initial image 97 | float2 newCoords = float2(i.uv[1].x, v0); 98 | 99 | //read for both horizontal and vertical direction and store them in separate channels 100 | fixed horizontal = tex2D(_MainTex, newCoords).r; 101 | fixed vertical = tex2D(_MainTex, newCoords.yx).r; 102 | return fixed4(horizontal, vertical, 0, 1); 103 | } 104 | 105 | fixed4 fragSquish(v2f i) : COLOR 106 | { 107 | fixed2 color = tex2D(_MainTex, i.uv[1]); 108 | fixed2 colorR = tex2D(_MainTex, i.uv[2]); 109 | fixed2 result = min(color, colorR); 110 | return fixed4(result, 0, 1); 111 | } 112 | 113 | fixed GetShadowDistanceH(float2 TexCoord) 114 | { 115 | float u = TexCoord.x; 116 | float v = TexCoord.y; 117 | 118 | u = abs(u - 0.5f) * 2; 119 | v = v * 2 - 1; 120 | float v0 = v/u; 121 | v0 = (v0 + 1) / 2; 122 | 123 | float2 newCoords = float2(TexCoord.x * _MainTex_TexelSize.x * 2, v0); 124 | 125 | //horizontal info was stored in the Red component 126 | return tex2D(_MainTex, newCoords).r; 127 | } 128 | 129 | fixed GetShadowDistanceV(float2 TexCoord) 130 | { 131 | float u = TexCoord.y; 132 | float v = TexCoord.x; 133 | 134 | u = abs(u - 0.5f) * 2; 135 | v = v * 2 - 1; 136 | float v0 = v/u; 137 | v0 = (v0 + 1) / 2; 138 | 139 | float2 newCoords = float2(TexCoord.y * _MainTex_TexelSize.x * 2, v0); 140 | 141 | //vertical info was stored in the Green component 142 | return tex2D(_MainTex, newCoords).g; 143 | } 144 | 145 | fixed4 _ColorTint; 146 | fixed4 _ShadowColor; 147 | float _FOV; 148 | fixed4 fragShadow(v2f i) : COLOR 149 | { 150 | // 1.0f / _ShadowMapSize shift shadow by a pixel 151 | float distance = length(i.uv[1] - 0.5f) - _ShadowOffset; 152 | 153 | //coords in [-1,1] 154 | //we use these to determine which quadrant we are in 155 | float nX = abs(i.uv[2].x); 156 | float nY = abs(i.uv[2].y); 157 | 158 | //if distance to this pixel is lower than distance from shadowMap, then we are not in shadow 159 | float shadowMapDistance = 160 | lerp( 161 | GetShadowDistanceH(i.uv[1]), 162 | GetShadowDistanceV(i.uv[1]), 163 | step(nX, nY)); 164 | 165 | fixed light = step(distance, shadowMapDistance); 166 | 167 | 168 | fixed4 col = tex2D(_FallOffTex, half2(distance * 2, 0.5)) * _ColorTint; 169 | 170 | fixed cp = step(distance, 0.5); 171 | 172 | fixed4 shadowColor = _ShadowColor; 173 | #if SOLID_SHADOW 174 | shadowColor.a *= cp; 175 | #else 176 | shadowColor.a *= col.a * cp; 177 | #endif 178 | 179 | col *= cp; 180 | 181 | return lerp(shadowColor, col, light); 182 | } 183 | 184 | struct v2fBlur 185 | { 186 | float4 pos : SV_POSITION; 187 | #if ULTRA_QUALITY 188 | float2 offset : TEXCOORD0; 189 | float2 uv[7] : TEXCOORD1; 190 | #else 191 | float2 uv[5] : TEXCOORD0; 192 | #endif 193 | }; 194 | 195 | float _BlurSize; 196 | 197 | v2fBlur vertBlurHorz( appdata_img v ) { 198 | v2fBlur o; 199 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 200 | 201 | float3 off = float3(_MainTex_TexelSize.x, -_MainTex_TexelSize.x, 0) * _BlurSize; 202 | 203 | o.uv[0] = v.texcoord.xy; 204 | o.uv[1] = v.texcoord.xy + off.xz; 205 | o.uv[2] = v.texcoord.xy + off.yz; 206 | o.uv[3] = v.texcoord.xy + off.xz * 2; 207 | o.uv[4] = v.texcoord.xy + off.yz * 2; 208 | 209 | #if ULTRA_QUALITY 210 | o.uv[5] = v.texcoord.xy + off.xz * 3; 211 | o.uv[6] = v.texcoord.xy + off.yz * 3; 212 | o.offset = off.xz; 213 | #endif 214 | 215 | return o; 216 | } 217 | 218 | v2fBlur vertBlurVert( appdata_img v ) { 219 | v2fBlur o; 220 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 221 | 222 | float3 off = float3(_MainTex_TexelSize.y, -_MainTex_TexelSize.y, 0) * _BlurSize; 223 | 224 | o.uv[0] = v.texcoord.xy; 225 | o.uv[1] = v.texcoord.xy + off.zx; 226 | o.uv[2] = v.texcoord.xy + off.zy; 227 | o.uv[3] = v.texcoord.xy + off.zx * 2; 228 | o.uv[4] = v.texcoord.xy + off.zy * 2; 229 | #if ULTRA_QUALITY 230 | o.uv[5] = v.texcoord.xy + off.zx * 3; 231 | o.uv[6] = v.texcoord.xy + off.zy * 3; 232 | o.offset = off.xz; 233 | #endif 234 | 235 | return o; 236 | } 237 | 238 | fixed4 fragBlur(v2fBlur i) : COLOR 239 | { 240 | #if ULTRA_QUALITY 241 | half distance = length(i.uv[0] - 0.5f) - _ShadowOffset; 242 | half4 color = 0; 243 | color += tex2D(_MainTex, i.uv[0] + i.offset.xy * distance); 244 | color += tex2D(_MainTex, i.uv[0] - i.offset.xy * distance); 245 | color += tex2D(_MainTex, i.uv[0] + (i.offset.xy * 2) * distance); 246 | color += tex2D(_MainTex, i.uv[0] - (i.offset.xy * 2) * distance); 247 | color += tex2D(_MainTex, i.uv[0] + (i.offset.xy * 3) * distance); 248 | color += tex2D(_MainTex, i.uv[0] - (i.offset.xy * 3) * distance); 249 | return color / 6; 250 | #else 251 | half4 color = 0; 252 | color += tex2D(_MainTex, i.uv[1]); 253 | color += tex2D(_MainTex, i.uv[2]); 254 | color += tex2D(_MainTex, i.uv[3]); 255 | color += tex2D(_MainTex, i.uv[4]); 256 | return color / 4; 257 | #endif 258 | } 259 | 260 | ENDCG 261 | 262 | Subshader { 263 | 264 | Pass //0 265 | { 266 | ZTest Always Cull Off ZWrite Off 267 | Fog { Mode off } 268 | 269 | CGPROGRAM 270 | #pragma vertex vert 271 | #pragma fragment frag 272 | ENDCG 273 | } 274 | 275 | Pass //1 276 | { 277 | ZTest Always Cull Off ZWrite Off 278 | Fog { Mode off } 279 | 280 | CGPROGRAM 281 | #pragma vertex vert 282 | #pragma fragment fragStretch 283 | ENDCG 284 | } 285 | 286 | Pass //2 287 | { 288 | ZTest Always Cull Off ZWrite Off 289 | Fog { Mode off } 290 | 291 | CGPROGRAM 292 | #pragma vertex vertOffset 293 | #pragma fragment fragSquish 294 | ENDCG 295 | } 296 | 297 | Pass //3 298 | { 299 | ZTest Always Cull Off ZWrite Off 300 | Fog { Mode off } 301 | 302 | CGPROGRAM 303 | #pragma multi_compile _ SOLID_SHADOW 304 | #pragma vertex vertQuadrant 305 | #pragma fragment fragShadow 306 | ENDCG 307 | } 308 | 309 | Pass //4 310 | { 311 | ZTest Always Cull Off ZWrite Off 312 | Fog { Mode off } 313 | 314 | CGPROGRAM 315 | #pragma multi_compile _ ULTRA_QUALITY 316 | #pragma vertex vertBlurHorz 317 | #pragma fragment fragBlur 318 | 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/ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!292 &1 4 | UnityAdsSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAnalyticsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!303 &1 4 | UnityAnalyticsManager: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_TestEventUrl: 10 | m_TestConfigUrl: 11 | -------------------------------------------------------------------------------- /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 | UnityPurchasingSettings: 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | UnityAnalyticsSettings: 10 | m_Enabled: 0 11 | m_InitializeOnStartup: 1 12 | m_TestMode: 0 13 | m_TestEventUrl: 14 | m_TestConfigUrl: 15 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 2d-pixelshadows 2 | 2D per pixel shadow maps for Unity 3D. 3 | 4 | **Requires Unity 5 Personal or Unity 4 Pro** 5 | 6 | 7 | IMAGE ALT TEXT HERE 9 | 10 | [Youtube](https://youtu.be/PBBCJHrNH-o?list=UUTWE3nSIKgIlWxsAXj2dzrw) 11 | 12 | *Technique by catalinazima.com* 13 | 14 | *Shadows are based on alpha channels of the RenderTexture. 15 | 16 | *This technique is heavy and not mobile friendly.* 17 | 18 | [Twitter](twitter.com/brianasu) 19 | 20 | [YouTube](youtube.com/brianasu) 21 | 22 | Brian Su 23 | --------------------------------------------------------------------------------