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authoryum <yum.food.vr@gmail.com>2025-07-23 22:53:08 -0700
committeryum <yum.food.vr@gmail.com>2025-07-23 22:53:08 -0700
commit4539f87e36cb3ca554e1e174c19206b552107c57 (patch)
tree6f9aca818989773cc10f3c465224a07f847eb279 /Shaders/TaSTT_lighting.cginc
parentf6b93a20d754579008076e85f5c0a97e1bcbc258 (diff)
Delete unused filesv1.0.0-beta00
Diffstat (limited to 'Shaders/TaSTT_lighting.cginc')
-rw-r--r--Shaders/TaSTT_lighting.cginc57
1 files changed, 0 insertions, 57 deletions
diff --git a/Shaders/TaSTT_lighting.cginc b/Shaders/TaSTT_lighting.cginc
deleted file mode 100644
index bc3f3f3..0000000
--- a/Shaders/TaSTT_lighting.cginc
+++ /dev/null
@@ -1,57 +0,0 @@
-#ifndef TASTT_LIGHTING
-#define TASTT_LIGHTING
-
-#include "AutoLight.cginc"
-#include "UnityPBSLighting.cginc"
-#include "ray_march.cginc"
-#include "pbr.cginc"
-#include "poi.cginc"
-#include "stt_generated.cginc"
-#include "stt_text.cginc"
-
-void getVertexLightColor(inout v2f i)
-{
- #if defined(VERTEXLIGHT_ON)
- float3 light_pos = float3(unity_4LightPosX0.x, unity_4LightPosY0.x,
- unity_4LightPosZ0.x);
- float3 light_vec = light_pos - i.worldPos;
- float3 light_dir = normalize(light_vec);
- float ndotl = DotClamped(i.normal, light_dir);
- // Light fills an expanding sphere with surface area 4 * pi * r^2.
- // By conservation of energy, this means that at distance r, light intensity
- // is proportional to 1/(r^2).
- float attenuation = 1 / (1 + dot(light_vec, light_vec) * unity_4LightAtten0.x);
- i.vertexLightColor = unity_LightColor[0].rgb * ndotl * attenuation;
-
- i.vertexLightColor = Shade4PointLights(
- unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
- unity_LightColor[0].rgb,
- unity_LightColor[1].rgb,
- unity_LightColor[2].rgb,
- unity_LightColor[3].rgb,
- unity_4LightAtten0, i.worldPos, i.normal
- );
- #endif
-}
-
-v2f vert(appdata v)
-{
- v2f o;
- o.position = UnityObjectToClipPos(v.position);
- o.worldPos = mul(unity_ObjectToWorld, v.position);
- o.normal = UnityObjectToWorldNormal(v.normal);
-
- o.uv = v.uv;
- getVertexLightColor(o);
-
- return o;
-}
-
-fixed4 frag(v2f i, out float depth : SV_DepthLessEqual) : SV_Target
-{
- depth = -1000.0;
-
- return stt_ray_march(i, depth);
-}
-
-#endif // TASTT_LIGHTING