├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Images └── Preview.gif ├── Assets ├── 2DLighting │ ├── Square.png │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleScene.unity.meta │ │ └── SampleScene.unity │ ├── Resources.meta │ ├── Scripts.meta │ ├── Resources │ │ ├── 2DShadowMap.shader.meta │ │ ├── 2DAdditiveLight.shader.meta │ │ ├── 2DShadowMapHelper.cginc.meta │ │ ├── 2DShadowMap.shader │ │ ├── 2DAdditiveLight.shader │ │ └── 2DShadowMapHelper.cginc │ ├── Scripts │ │ ├── Shadow2DCaster.cs.meta │ │ ├── Shadow2DLight.cs.meta │ │ ├── Shadow2DPipeline.cs.meta │ │ ├── Shadow2DLight.cs │ │ ├── Shadow2DCaster.cs │ │ └── Shadow2DPipeline.cs │ └── Square.png.meta └── 2DLighting.meta ├── README.md ├── .gitignore └── Packages └── manifest.json /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.3.0b7 2 | -------------------------------------------------------------------------------- /Images/Preview.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yangrc1234/Unity2DShadowMap/HEAD/Images/Preview.gif -------------------------------------------------------------------------------- /Assets/2DLighting/Square.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/yangrc1234/Unity2DShadowMap/HEAD/Assets/2DLighting/Square.png -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/2DLighting/Resources/2DShadowMap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c4068380878835429b29052474007f0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/2DLighting/Resources/2DAdditiveLight.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ec00acaf0de8ce43881ffc8c1fd29b7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/2DLighting/Resources/2DShadowMapHelper.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b97d2163dc9255d4198cadb2aecd4e7e 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/2DLighting/Scripts/Shadow2DCaster.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 44ec0391d5d7a9944b40ba14243ceaeb 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/2DLighting/Scripts/Shadow2DLight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95349f8632649bf4a946ef93f4ba5ede 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/2DLighting/Scripts/Shadow2DPipeline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea3a060d235a64f4d9697c51e9718896 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /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 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 99c9720ab356a0642a771bea13969a05 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /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: 1024 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 | - PostProcessing 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: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /Assets/2DLighting/Scripts/Shadow2DLight.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Shadow2DLight : MonoBehaviour 6 | { 7 | public float range = 5.0f; 8 | public float intensity = 1.0f; 9 | public Color color = Color.white; 10 | 11 | //Internal fields, cache V and P matrix for this frame. 12 | internal Matrix4x4[] V = new Matrix4x4[4]; //Four matricies for right, down, left ,up 13 | internal Matrix4x4 P; 14 | 15 | public static List lights = new List(); 16 | // Start is called before the first frame update 17 | private void OnEnable() { 18 | lights.Add(this); 19 | } 20 | 21 | private void OnDisable() { 22 | lights.Remove(this); 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity2DShadowMap 2 | This repo shows a demo for the idea using shadowmap in 2d unity game. 3 | 4 | ![](Images/Preview.gif) 5 | 6 | THIS IS ONLY A DEMO. It only contains very simple lighting behaviour, and it's not for making marvelous 2d graphics. It is only for providing the idea. 7 | 8 | # Details 9 | The method is of three steps. 10 | 1. Create shadow line mesh for each shadow caster. This doesn't need to be done every frame. 11 | 2. Render shadow mesh to each light's shadowmap. For point light, its shadowmap is 4 rows in the shadowmap texture(each row stands for a 90 degrees range). 12 | 3. Use shadow map to draw light. In the demo, a simple additive light is used. It samples the shadow map and does shadowing. 13 | 14 | # References 15 | [Fast 2D shadows in Unity using 1D shadow mapping](https://www.gamasutra.com/blogs/RobWare/20180226/313491/Fast_2D_shadows_in_Unity_using_1D_shadow_mapping.php) -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | m_DefaultList: 7 | - type: 8 | m_NativeTypeID: 108 9 | m_ManagedTypePPtr: {fileID: 0} 10 | m_ManagedTypeFallback: 11 | defaultPresets: 12 | - m_Preset: {fileID: 2655988077585873504, guid: c1cf8506f04ef2c4a88b64b6c4202eea, 13 | type: 2} 14 | - type: 15 | m_NativeTypeID: 1020 16 | m_ManagedTypePPtr: {fileID: 0} 17 | m_ManagedTypeFallback: 18 | defaultPresets: 19 | - m_Preset: {fileID: 2655988077585873504, guid: 0cd792cc87e492d43b4e95b205fc5cc6, 20 | type: 2} 21 | - type: 22 | m_NativeTypeID: 1006 23 | m_ManagedTypePPtr: {fileID: 0} 24 | m_ManagedTypeFallback: 25 | defaultPresets: 26 | - m_Preset: {fileID: 2655988077585873504, guid: 7a99f8aa944efe94cb9bd74562b7d5f9, 27 | type: 2} 28 | -------------------------------------------------------------------------------- /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 | serializedVersion: 1 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events 10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events 11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com 12 | m_TestInitMode: 0 13 | CrashReportingSettings: 14 | m_EventUrl: https://perf-events.cloud.unity3d.com 15 | m_Enabled: 0 16 | m_LogBufferSize: 10 17 | m_CaptureEditorExceptions: 1 18 | UnityPurchasingSettings: 19 | m_Enabled: 0 20 | m_TestMode: 0 21 | UnityAnalyticsSettings: 22 | m_Enabled: 1 23 | m_TestMode: 0 24 | m_InitializeOnStartup: 1 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 | -------------------------------------------------------------------------------- /Assets/2DLighting/Resources/2DShadowMap.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/ShadowMap" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Cull Off ZWrite Off ZTest Always 9 | BlendOp Max 10 | Pass 11 | { 12 | CGPROGRAM 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | 16 | #include "UnityCG.cginc" 17 | #include "2DShadowMapHelper.cginc" 18 | struct appdata 19 | { 20 | float3 vertex : POSITION; 21 | }; 22 | 23 | struct v2f 24 | { 25 | float4 vertex : SV_POSITION; 26 | float4 vertex_a : TEXCOORD0; //A duplicate of vertex. vertex can't be directly used, it doesn't behave same on different API. 27 | }; 28 | 29 | v2f vert(appdata v) 30 | { 31 | v2f o; 32 | o.vertex = mul(_ShadowMap2DMVP, float4(v.vertex, 1.0)); 33 | o.vertex.y = (_ShadowMap2DWriteRow)* o.vertex.w; 34 | o.vertex_a = o.vertex; 35 | return o; 36 | } 37 | 38 | float frag(v2f i) : SV_Target 39 | { 40 | i.vertex_a /= i.vertex_a.w; 41 | return ConvertClipPosZTo10(i.vertex_a.z); 42 | } 43 | ENDCG 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Carpetas 2 | __pycache__ 3 | /.vs 4 | /Temp/ 5 | /Library/ 6 | /Private/ 7 | /Logs/ 8 | /obj/ 9 | /Builds/ 10 | /AutoBuild/ 11 | /AssetBundleBuilds/ 12 | /matchrecords 13 | /*.log 14 | /*.demo 15 | 16 | /Assets/AssetStore/ 17 | /Assets/AssetStore.meta 18 | /Assets/AssetStoreTools/ 19 | /Assets/AssetStoreTools.meta 20 | /Assets/Private/ 21 | /Assets/Private.meta 22 | 23 | #ficheros 24 | 25 | .DS_Store 26 | Assets/.reuniter_data 27 | 28 | #Proyectos MonoDevelop en el raiz (no poner globalmente, o borrar�amos cosas de Plugin Sources) 29 | 30 | /*.sln 31 | /*.csproj 32 | /*.unityproj 33 | /*.pidb 34 | /*.userprefs 35 | 36 | #Backups Blender 37 | 38 | *.blend1 39 | *.blend2 40 | *.blend3 41 | *.blend1.meta 42 | *.blend2.meta 43 | *.blend3.meta 44 | 45 | #Visual Studio (plugins). Es necesario indicar los OBJ localizadamente, o borraremos los 3D en formato .obj 46 | #/Plugin[ ]Sources/NvStereoRenderer/Release/*.obj 47 | 48 | *.pch 49 | *.pdb 50 | *.dep 51 | *.idb 52 | *.suo 53 | *.ncb 54 | *.dll 55 | 56 | *.lib 57 | BuildLog.htm 58 | *.exp 59 | *.manifest 60 | *.user 61 | *.pyc -------------------------------------------------------------------------------- /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: 8 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_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 0 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /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: 4 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: 0 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 | -------------------------------------------------------------------------------- /Assets/2DLighting/Scripts/Shadow2DCaster.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using System.Linq; 5 | 6 | [RequireComponent(typeof(SpriteRenderer))] 7 | public class Shadow2DCaster : MonoBehaviour 8 | { 9 | private new SpriteRenderer renderer; 10 | private Mesh shadowMesh; 11 | private void Awake() { 12 | renderer = GetComponent(); 13 | shadowMesh = new Mesh(); 14 | shadowMesh.vertices = renderer.sprite.vertices.Select(t => new Vector3(t.x, t.y, 0.0f)).ToArray(); 15 | var originalTriangles = renderer.sprite.triangles; 16 | var newTriangleIndicies = new List(); 17 | for (int i = 0; i < originalTriangles.Length / 3; i++) { 18 | newTriangleIndicies.Add(originalTriangles[3 * i]); 19 | newTriangleIndicies.Add(originalTriangles[3 * i + 1]); 20 | 21 | newTriangleIndicies.Add(originalTriangles[3 * i + 1]); 22 | newTriangleIndicies.Add(originalTriangles[3 * i + 2]); 23 | 24 | newTriangleIndicies.Add(originalTriangles[3 * i + 2]); 25 | newTriangleIndicies.Add(originalTriangles[3 * i]); 26 | } 27 | shadowMesh.SetIndices(newTriangleIndicies.ToArray(), MeshTopology.Lines, 0); 28 | shadowMesh.UploadMeshData(true); 29 | } 30 | 31 | public Mesh GetLineMesh() { 32 | return shadowMesh; 33 | } 34 | 35 | public static List casters = new List(); 36 | private static Dictionary shadowMeshCache; 37 | 38 | private void OnEnable() { 39 | casters.Add(this); 40 | } 41 | 42 | private void OnDisable() { 43 | casters.Remove(this); 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.0.9", 5 | "com.unity.collab-proxy": "1.2.11", 6 | "com.unity.package-manager-ui": "2.0.2", 7 | "com.unity.purchasing": "2.0.1", 8 | "com.unity.textmeshpro": "1.3.0", 9 | "com.unity.modules.ai": "1.0.0", 10 | "com.unity.modules.animation": "1.0.0", 11 | "com.unity.modules.assetbundle": "1.0.0", 12 | "com.unity.modules.audio": "1.0.0", 13 | "com.unity.modules.cloth": "1.0.0", 14 | "com.unity.modules.director": "1.0.0", 15 | "com.unity.modules.imageconversion": "1.0.0", 16 | "com.unity.modules.imgui": "1.0.0", 17 | "com.unity.modules.jsonserialize": "1.0.0", 18 | "com.unity.modules.particlesystem": "1.0.0", 19 | "com.unity.modules.physics": "1.0.0", 20 | "com.unity.modules.physics2d": "1.0.0", 21 | "com.unity.modules.screencapture": "1.0.0", 22 | "com.unity.modules.terrain": "1.0.0", 23 | "com.unity.modules.terrainphysics": "1.0.0", 24 | "com.unity.modules.tilemap": "1.0.0", 25 | "com.unity.modules.ui": "1.0.0", 26 | "com.unity.modules.uielements": "1.0.0", 27 | "com.unity.modules.umbra": "1.0.0", 28 | "com.unity.modules.unityanalytics": "1.0.0", 29 | "com.unity.modules.unitywebrequest": "1.0.0", 30 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 31 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 32 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 33 | "com.unity.modules.unitywebrequestwww": "1.0.0", 34 | "com.unity.modules.vehicles": "1.0.0", 35 | "com.unity.modules.video": "1.0.0", 36 | "com.unity.modules.vr": "1.0.0", 37 | "com.unity.modules.wind": "1.0.0", 38 | "com.unity.modules.xr": "1.0.0" 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/2DLighting/Resources/2DAdditiveLight.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/2DAdditiveLight" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType" = "Opaque" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | Blend One One 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | #include "2DShadowMapHelper.cginc" 21 | 22 | float4x4 _LightM; 23 | float4 _LightParams; 24 | fixed4 _LightColor; 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float2 uv : TEXCOORD0; 35 | float4 worldPos:TEXCOORD1; 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 = UnityObjectToClipPos(v.vertex); 46 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 47 | o.worldPos = mul(_LightM, v.vertex); 48 | return o; 49 | } 50 | 51 | fixed4 frag (v2f i) : SV_Target 52 | { 53 | float shadow = SampleShadow(i.worldPos); 54 | float distance = length(i.worldPos.xy - _LightParams.zw); 55 | float attenuation = (distance / _LightParams.x) * (distance / _LightParams.x); 56 | float3 light = _LightColor.rgb * _LightParams.y * saturate(1.0f - attenuation); 57 | return float4(light * (1.0f - shadow), 1.0) * _LightColor.a; 58 | } 59 | ENDCG 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /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: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 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 | - {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0} 39 | m_PreloadedShaders: [] 40 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 41 | type: 0} 42 | m_CustomRenderPipeline: {fileID: 0} 43 | m_TransparencySortMode: 0 44 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 45 | m_DefaultRenderingPath: 1 46 | m_DefaultMobileRenderingPath: 1 47 | m_TierSettings: [] 48 | m_LightmapStripping: 0 49 | m_FogStripping: 0 50 | m_InstancingStripping: 0 51 | m_LightmapKeepPlain: 1 52 | m_LightmapKeepDirCombined: 1 53 | m_LightmapKeepDynamicPlain: 1 54 | m_LightmapKeepDynamicDirCombined: 1 55 | m_LightmapKeepShadowMask: 1 56 | m_LightmapKeepSubtractive: 1 57 | m_FogKeepLinear: 1 58 | m_FogKeepExp: 1 59 | m_FogKeepExp2: 1 60 | m_AlbedoSwatchInfos: [] 61 | m_LightsUseLinearIntensity: 0 62 | m_LightsUseColorTemperature: 0 63 | -------------------------------------------------------------------------------- /Assets/2DLighting/Resources/2DShadowMapHelper.cginc: -------------------------------------------------------------------------------- 1 | #ifndef __2D_SHADOW_MAP_HELPER__ 2 | #define __2D_SHADOW_MAP_HELPER__ 3 | 4 | float2 _ShadowMap2DSize; 5 | 6 | //Used during rendering shadowmap. 7 | float4x4 _ShadowMap2DMVP; 8 | float _ShadowMap2DWriteRow; 9 | 10 | //Used during sampling shadowmap 11 | sampler2D _ShadowMap2D; 12 | float _ShadowMap2DLightIndex; 13 | float4x4 _ShadowMap2DVP_Right; 14 | float4x4 _ShadowMap2DVP_Down; 15 | float4x4 _ShadowMap2DVP_Left; 16 | float4x4 _ShadowMap2DVP_Up; 17 | 18 | //Convert raw platform-dependent z to uniform range(1, 0) 19 | float ConvertClipPosZTo10(float rawZ) { 20 | #if UNITY_REVERSED_Z 21 | return rawZ / (UNITY_NEAR_CLIP_VALUE); 22 | #else 23 | rawZ = (1.0f - rawZ) / (1.0 - UNITY_NEAR_CLIP_VALUE); 24 | return rawZ; 25 | #endif 26 | } 27 | 28 | float GetShadowMapVStartAndInterval(out float interval) { 29 | float VStart = (_ShadowMap2DLightIndex * 4 + 0.5)* _ShadowMap2DSize.y; 30 | interval = _ShadowMap2DSize.y; 31 | 32 | #if UNITY_UV_STARTS_AT_TOP 33 | interval *= -1.0f; 34 | VStart = 1.0f - VStart; 35 | #endif 36 | return VStart; 37 | } 38 | 39 | float2 GetClipPosXZ(float2 worldPos, float4x4 vp, out half outofbound) { 40 | float4 clipPos = mul(vp, float4(worldPos, 0.0, 1.0)); 41 | clipPos /= clipPos.w; 42 | clipPos.z = ConvertClipPosZTo10(clipPos.z); 43 | outofbound = (abs(clipPos.x) - 1.0) > 0.0 ? 1.0 : 0.0; 44 | outofbound += clipPos.z - saturate(clipPos.z) != 0.0 ? 1.0 : 0.0; 45 | outofbound = saturate(outofbound); 46 | return float2(clipPos.x, clipPos.z); 47 | } 48 | 49 | float SampleShadow(float2 worldPos) { 50 | float shadowMapInterval; 51 | float shadowMapVStart = GetShadowMapVStartAndInterval(shadowMapInterval); 52 | 53 | //Calculate clip pos XZ on four directions. 54 | float2 clipPosXZ[4]; 55 | half4 outofbound; 56 | clipPosXZ[0] = GetClipPosXZ(worldPos, _ShadowMap2DVP_Right, outofbound[0]); 57 | clipPosXZ[1] = GetClipPosXZ(worldPos, _ShadowMap2DVP_Down, outofbound[1]); 58 | clipPosXZ[2] = GetClipPosXZ(worldPos, _ShadowMap2DVP_Left, outofbound[2]); 59 | clipPosXZ[3] = GetClipPosXZ(worldPos, _ShadowMap2DVP_Up, outofbound[3]); 60 | 61 | //Sample shadowmap. 62 | float4 inShadow; 63 | UNITY_UNROLL 64 | for (int i = 0; i < 4; i++) { 65 | float2 shadowMapUV = float2((clipPosXZ[i].x + 1.0f) / 2.0f, shadowMapVStart + i * shadowMapInterval); 66 | inShadow[i] = tex2D(_ShadowMap2D, shadowMapUV) > clipPosXZ[i].y ? 1.0 : 0.0; 67 | } 68 | 69 | float shadow = saturate(dot(inShadow, 1.0 - outofbound)); //Clip all shadow values out of bound. 70 | 71 | return shadow; 72 | } 73 | 74 | #endif -------------------------------------------------------------------------------- /Assets/2DLighting/Square.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ed3b2de7146dec44b96df0b60b9449e 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | externalObjects: {} 6 | serializedVersion: 7 7 | mipmaps: 8 | mipMapMode: 0 9 | enableMipMap: 1 10 | sRGBTexture: 1 11 | linearTexture: 0 12 | fadeOut: 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| snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - 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/2DLighting/Scripts/Shadow2DPipeline.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | [RequireComponent(typeof(Camera))] 7 | public class Shadow2DPipeline : MonoBehaviour { 8 | private Material shadowMapMaterial; 9 | private Material lightingMaterial; 10 | private RenderTexture shadowMap; 11 | private CommandBuffer shadowMapCmdBuffer; 12 | private CommandBuffer lightingCmdBuffer; 13 | private MaterialPropertyBlock propertyBlock; 14 | private Mesh lightingQuad; 15 | 16 | private const int MAX_LIGHTS_COUNT = 64; 17 | private const int SHADOW_MAP_WIDTH = 256; 18 | private int ShadowMapHeight { 19 | get { 20 | return MAX_LIGHTS_COUNT * 4; 21 | } 22 | } 23 | 24 | private void Start() { 25 | propertyBlock = new MaterialPropertyBlock(); 26 | shadowMap = new RenderTexture(SHADOW_MAP_WIDTH, ShadowMapHeight, 0, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear); 27 | shadowMap.filterMode = FilterMode.Point; 28 | shadowMap.antiAliasing = 1; 29 | shadowMap.anisoLevel = 0; 30 | shadowMapMaterial = new Material(Resources.Load("2DShadowMap")); 31 | lightingMaterial = new Material(Resources.Load("2DAdditiveLight")); 32 | { 33 | lightingQuad = new Mesh(); 34 | lightingQuad.vertices = new Vector3[] { 35 | new Vector3(-1.0f, -1.0f), 36 | new Vector3(-1.0f, 1.0f), 37 | new Vector3(1.0f, -1.0f), 38 | new Vector3(1.0f, 1.0f), 39 | }; 40 | lightingQuad.triangles = new int[] { 41 | 0, 1, 2, 2, 1, 3 42 | }; 43 | lightingQuad.UploadMeshData(true); 44 | } 45 | } 46 | 47 | private void OnPreRender() { 48 | 49 | var cam = GetComponent(); 50 | var shadowCasters = Shadow2DCaster.casters; 51 | var lights = Shadow2DLight.lights; 52 | 53 | { //Update shadow map rendering command buffer. 54 | if (shadowMapCmdBuffer == null) { 55 | shadowMapCmdBuffer = new CommandBuffer(); 56 | cam.AddCommandBuffer(CameraEvent.BeforeForwardOpaque, shadowMapCmdBuffer); 57 | } 58 | shadowMapCmdBuffer.Clear(); 59 | /* 60 | * Shadow caster mesh is line-strip mesh. 61 | * 62 | * In shadow map, each 4 rows belong to one light, corresponding to depth in (0, 90), (90, 180)...(270, 360). 63 | * 64 | * To render shadow mesh at correct position, a naive MVP matrix is used. 65 | * Then, after transforming to clip space, manually edit y component to the corresponding row. 66 | */ 67 | shadowMapCmdBuffer.SetRenderTarget(shadowMap); 68 | shadowMapCmdBuffer.ClearRenderTarget(true, true, Color.black); 69 | shadowMapCmdBuffer.SetGlobalVector(ShaderKeys.ShadowMap2DSize, new Vector4(1.0f / shadowMap.width, 1.0f / shadowMap.height, shadowMap.width, shadowMap.height)); 70 | 71 | //Calculate V and P for each light. 72 | foreach (var light in lights) { 73 | for (int i = 0; i < 4; i++) { //four directions. 74 | 75 | //This TRS here calculates light->world matrix. 76 | //The Quaternion.Euler(90.0f * i, 90.0f, 270.0f) aligns light to right, down, left, up. 77 | //-1.0f in z-component in scale corrects camera forward direction. 78 | var V = Matrix4x4.TRS(light.transform.position, Quaternion.Euler(90.0f * i, 90.0f, 270.0f), new Vector3(1.0f, 1.0f, -1.0f)); 79 | //Inverse it, so it's a world->light matrix. 80 | V = V.inverse; 81 | 82 | var P = Matrix4x4.Perspective(90.0f, 1.0f, 0.01f, 10.0f); 83 | P = GL.GetGPUProjectionMatrix(P, true); 84 | light.V[i] = V; 85 | light.P = P; 86 | } 87 | } 88 | 89 | foreach (var shadowCaster in shadowCasters) { 90 | var M = shadowCaster.transform.localToWorldMatrix; 91 | for (int iLight = 0; iLight < Mathf.Min(MAX_LIGHTS_COUNT, lights.Count); iLight++) { 92 | //Render shadow map of each light, by drawing shadow line mesh onto the shadowmap. 93 | for (int iDir = 0; iDir < 4; iDir++) { //Four directions, right, down, left, up. 94 | 95 | var light = lights[iLight]; 96 | var MVP = light.P * light.V[iDir] * M; 97 | 98 | shadowMapCmdBuffer.SetGlobalMatrix(ShaderKeys.ShadowMap2DMVP, MVP); 99 | float writeClipSpaceY = (iLight * 4 + iDir + 0.5f) / (float)(ShadowMapHeight); 100 | shadowMapCmdBuffer.SetGlobalFloat(ShaderKeys.ShadowMap2DWriteRow, (writeClipSpaceY - 0.5f) * 2.0f); 101 | shadowMapCmdBuffer.DrawMesh(shadowCaster.GetLineMesh(), Matrix4x4.identity /*Use our own MVP matrix*/, shadowMapMaterial); 102 | } 103 | 104 | } 105 | } 106 | } 107 | 108 | { //Update lighting command buffer. 109 | 110 | //Draw a "light quad" for each light. 111 | // 112 | //There's lots of ways to add light to 2d scene. 113 | //Here we just use an additive "layer" 114 | //Edit to what you like. 115 | if (lightingCmdBuffer == null) { 116 | lightingCmdBuffer = new CommandBuffer(); 117 | lightingCmdBuffer.name = "2D Lighting"; 118 | cam.AddCommandBuffer(CameraEvent.AfterForwardAlpha, lightingCmdBuffer); 119 | } 120 | lightingCmdBuffer.Clear(); 121 | 122 | lightingCmdBuffer.SetGlobalTexture(ShaderKeys.ShadowMap2D, shadowMap); 123 | for (int iLight = 0; iLight < Mathf.Min(MAX_LIGHTS_COUNT, lights.Count); iLight++) { 124 | var light = lights[iLight]; 125 | lightingCmdBuffer.SetGlobalVector(ShaderKeys.LightParams, new Vector4(light.range, light.intensity, light.transform.position.x, light.transform.position.y)); 126 | lightingCmdBuffer.SetGlobalVector(ShaderKeys.LightColor, light.color); 127 | 128 | lightingCmdBuffer.SetGlobalFloat(ShaderKeys.ShadowMap2DLightIndex, (float)iLight); 129 | for (int iVP = 0; iVP < ShaderKeys._ShadowMap2DVP.Length; iVP++) { 130 | lightingCmdBuffer.SetGlobalMatrix(ShaderKeys._ShadowMap2DVP[iVP], light.P * light.V[iVP]); 131 | } 132 | var M = Matrix4x4.TRS(light.transform.position, Quaternion.identity, Vector3.one * light.range); 133 | lightingCmdBuffer.SetGlobalMatrix(ShaderKeys.LightM, M); 134 | lightingCmdBuffer.DrawMesh(lightingQuad, M, lightingMaterial); 135 | } 136 | } 137 | } 138 | 139 | public static class ShaderKeys { 140 | public static int ShadowMap2DSize = Shader.PropertyToID("_ShadowMap2DSize"); 141 | public static int ShadowMap2DMVP = Shader.PropertyToID("_ShadowMap2DMVP"); 142 | public static int ShadowMap2DWriteRow = Shader.PropertyToID("_ShadowMap2DWriteRow"); 143 | public static int ShadowMap2D = Shader.PropertyToID("_ShadowMap2D"); 144 | public static int ShadowMap2DLightIndex = Shader.PropertyToID("_ShadowMap2DLightIndex"); 145 | public static int[] _ShadowMap2DVP = new int[] { 146 | Shader.PropertyToID("_ShadowMap2DVP_Right"), 147 | Shader.PropertyToID("_ShadowMap2DVP_Down"), 148 | Shader.PropertyToID("_ShadowMap2DVP_Left"), 149 | Shader.PropertyToID("_ShadowMap2DVP_Up"), 150 | }; 151 | public static int LightM = Shader.PropertyToID("_LightM"); 152 | public static int LightParams = 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