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Disabled dark lighting compensation
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naitoookami committed May 30, 2024
1 parent 52ff7f1 commit 025245e
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Showing 6 changed files with 1,258 additions and 1,288 deletions.

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Original file line number Diff line number Diff line change
Expand Up @@ -13,18 +13,18 @@ MonoBehaviour:
m_Name: VRC Light
m_EditorClassIdentifier:
m_functionInfo: "// Made with Amplify Shader Editor v1.9.3.3\n// Available at the
Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=19303\nNode;AmplifyShaderEditor.WorldNormalVector;4;-1805.78,281.6899;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode;5;-1621.78,280.6899;Inherit;False;half4
skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, uvw, 5)@ //('cubemap', 'sample
coordinate', 'map-map level')$ half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR)@$
return half4(skyColor, 1.0)@;3;Create;1;True;uvw;FLOAT3;0,0,0;In;;Inherit;False;sampleReflectionProbe;True;False;0;;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RangedFloatNode;6;-1584.517,348.8671;Inherit;False;Constant;_Float52;Float
Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=19303\nNode;AmplifyShaderEditor.WorldNormalVector;4;-1805.78,281.6899;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.RangedFloatNode;6;-1584.517,348.8671;Inherit;False;Constant;_Float52;Float
52;119;0;Create;True;0;0;0;False;0;False;0.85;0;0;0;0;1;FLOAT;0\nNode;AmplifyShaderEditor.LerpOp;9;-1341.517,229.8671;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.LerpOp;14;-977.2192,-78.43517;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.LerpOp;16;-652.9823,-8.174907;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RangedFloatNode;19;-2211.377,230.6288;Inherit;False;Constant;_Float28;Float
27;49;0;Create;True;0;0;0;False;0;False;0.9;0;0;0;0;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionInput;23;-1964.258,277.4888;Inherit;False;Normal;3;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;24;-2154.059,315.1886;Inherit;False;Constant;_Vector0;Vector
0;0;0;Create;True;0;0;0;False;0;False;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.SimpleMaxOpNode;7;-1589.351,-49.09913;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;1;-2647.324,-480.2641;Inherit;False;return
half3(unity_SHAr.r,unity_SHAg.g,unity_SHAb.b)@;3;Create;0;ProbeDir;False;True;0;;False;0;1;FLOAT3;0\nNode;AmplifyShaderEditor.NormalizeNode;2;-2538.711,-480.289;Inherit;False;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;12;-2736.69,-405.29;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.LightColorNode;13;-2433.491,7.709859;Inherit;False;0;3;COLOR;0;FLOAT3;1;FLOAT;2\nNode;AmplifyShaderEditor.LerpOp;15;-1935.714,-457.3891;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionNode;8;-1052.917,378.6671;Inherit;False;IsLumaGlow;-1;;7299;bf6d155395fb5534588ad19d7e6ff302;0;0;1;INT;0\nNode;AmplifyShaderEditor.SimpleMinOpNode;10;-853.917,398.6671;Inherit;False;2;0;INT;0;False;1;INT;0;False;1;INT;0\nNode;AmplifyShaderEditor.FunctionNode;20;-1053.917,448.6671;Inherit;False;IsAudioLink;-1;;7911;e83fef6181013ba4bacf30a3d9a31d37;0;0;1;INT;0\nNode;AmplifyShaderEditor.IndirectDiffuseLighting;25;-3007.799,-98.45506;Inherit;False;World;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.LuminanceNode;26;-2740.082,-99.29396;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionNode;11;-2310.175,123.999;Inherit;False;Detect
Light;-1;;7912;ca949bbda0856d040a3b3a723d67d4ef;0;0;2;FLOAT;0;FLOAT;10\nNode;AmplifyShaderEditor.LerpOp;28;-2019.882,-147.394;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.IndirectDiffuseLighting;22;-2407.761,-281.8114;Inherit;False;World;1;0;FLOAT3;0,0,1;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.StaticSwitch;29;-1870.474,-197.6033;Inherit;False;Property;_Keyword1;Keyword
1;0;0;Create;True;0;0;0;False;0;False;0;0;0;False;UNITY_PASS_FORWARDBASE;Toggle;2;Key0;Key1;Fetch;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SmoothstepOpNode;27;-2586.683,-103.194;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0.05;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionOutput;0;-441,-4;Inherit;False;True;-1;Light
1;0;0;Create;True;0;0;0;False;0;False;0;0;0;False;UNITY_PASS_FORWARDBASE;Toggle;2;Key0;Key1;Fetch;True;True;All;9;1;FLOAT3;0,0,0;False;0;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SmoothstepOpNode;27;-2586.683,-103.194;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0.05;False;1;FLOAT;0\nNode;AmplifyShaderEditor.CustomExpressionNode;5;-1621.78,280.6899;Inherit;False;half4
skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, uvw, 5)@ //('cubemap', 'sample
coordinate', 'map-map level')$ half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR)@$
return half4(skyColor, 1.0)@;3;Create;1;True;uvw;FLOAT3;0,0,0;In;;Inherit;False;sampleReflectionProbe;True;False;0;;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionOutput;0;-441,-4;Inherit;False;True;-1;Light
Color;1;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionOutput;21;-1662.198,-464.0569;Inherit;False;False;-1;Light
Direction;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nWireConnection;4;0;23;0\nWireConnection;5;0;4;0\nWireConnection;9;0;7;0\nWireConnection;9;1;5;0\nWireConnection;9;2;6;0\nWireConnection;14;0;7;0\nWireConnection;14;1;9;0\nWireConnection;14;2;8;0\nWireConnection;16;0;14;0\nWireConnection;16;1;13;1\nWireConnection;16;2;11;10\nWireConnection;23;0;24;0\nWireConnection;7;0;29;0\nWireConnection;2;0;1;0\nWireConnection;15;0;2;0\nWireConnection;15;1;12;0\nWireConnection;15;2;11;10\nWireConnection;10;0;8;0\nWireConnection;10;1;20;0\nWireConnection;25;0;2;0\nWireConnection;26;0;22;0\nWireConnection;28;0;5;0\nWireConnection;28;1;22;0\nWireConnection;28;2;27;0\nWireConnection;22;0;2;0\nWireConnection;29;1;22;0\nWireConnection;29;0;28;0\nWireConnection;27;0;26;0\nWireConnection;0;0;16;0\nWireConnection;21;0;15;0\nASEEND*/\n//CHKSM=AD18CA5206BC2344218870DAFB689202638D2D93"
Direction;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nWireConnection;4;0;23;0\nWireConnection;9;0;7;0\nWireConnection;9;1;5;0\nWireConnection;9;2;6;0\nWireConnection;14;0;7;0\nWireConnection;14;1;9;0\nWireConnection;14;2;8;0\nWireConnection;16;0;14;0\nWireConnection;16;1;13;1\nWireConnection;16;2;11;10\nWireConnection;23;0;24;0\nWireConnection;7;0;29;0\nWireConnection;2;0;1;0\nWireConnection;15;0;2;0\nWireConnection;15;1;12;0\nWireConnection;15;2;11;10\nWireConnection;10;0;8;0\nWireConnection;10;1;20;0\nWireConnection;25;0;2;0\nWireConnection;26;0;22;0\nWireConnection;28;0;22;0\nWireConnection;28;1;22;0\nWireConnection;28;2;27;0\nWireConnection;22;0;2;0\nWireConnection;29;1;22;0\nWireConnection;29;0;28;0\nWireConnection;27;0;26;0\nWireConnection;5;0;4;0\nWireConnection;0;0;16;0\nWireConnection;21;0;15;0\nASEEND*/\n//CHKSM=DA00A93B687F4C49296B0A532476A06DB25D6F6A"
m_functionName:
m_description:
m_additionalIncludes:
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1434,14 +1434,6 @@ Shader "Furality/Umbra Shader/Umbra Cutout"
}


float3 sampleReflectionProbe381_g8329( float3 uvw )
{
half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, uvw, 5); //('cubemap', 'sample coordinate', 'map-map level')
half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR);
return half4(skyColor, 1.0);
}


void vertexDataFunc( inout appdata_full_custom v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
Expand Down Expand Up @@ -2135,17 +2127,17 @@ Shader "Furality/Umbra Shader/Umbra Cutout"
float3 diffNorm22_g8317 = normalizeResult2_g8317;
gi22_g8317 = UnityGI_Base( data, 1, diffNorm22_g8317 );
float3 indirectDiffuse22_g8317 = gi22_g8317.indirect.diffuse + diffNorm22_g8317 * 0.0001;
float3 uvw5_g8317 = (WorldNormalVector( i , InitialNormal1580 ));
float3 localsampleReflectionProbe5_g8317 = sampleReflectionProbe5_g8317( uvw5_g8317 );
float luminance26_g8317 = Luminance(indirectDiffuse22_g8317);
float smoothstepResult27_g8317 = smoothstep( 0.0 , 0.05 , luminance26_g8317);
float3 lerpResult28_g8317 = lerp( localsampleReflectionProbe5_g8317 , indirectDiffuse22_g8317 , smoothstepResult27_g8317);
float3 lerpResult28_g8317 = lerp( indirectDiffuse22_g8317 , indirectDiffuse22_g8317 , smoothstepResult27_g8317);
#ifdef UNITY_PASS_FORWARDBASE
float3 staticSwitch29_g8317 = lerpResult28_g8317;
#else
float3 staticSwitch29_g8317 = indirectDiffuse22_g8317;
#endif
float3 temp_output_7_0_g8317 = max( staticSwitch29_g8317 , float3( 0,0,0 ) );
float3 uvw5_g8317 = (WorldNormalVector( i , InitialNormal1580 ));
float3 localsampleReflectionProbe5_g8317 = sampleReflectionProbe5_g8317( uvw5_g8317 );
float3 lerpResult9_g8317 = lerp( temp_output_7_0_g8317 , localsampleReflectionProbe5_g8317 , 0.85);
int Band11_g8318 = 56;
int localIsLumaActive11_g8318 = IsLumaActive11_g8318( Band11_g8318 );
Expand Down Expand Up @@ -2633,11 +2625,9 @@ Shader "Furality/Umbra Shader/Umbra Cutout"
float3 diffNorm203_g8329 = normalize( WorldNormalVector( i , normal198_g8329 ) );
gi203_g8329 = UnityGI_Base( data, 1, diffNorm203_g8329 );
float3 indirectDiffuse203_g8329 = gi203_g8329.indirect.diffuse + diffNorm203_g8329 * 0.0001;
float3 uvw381_g8329 = (WorldNormalVector( i , float3(0,0,1) ));
float3 localsampleReflectionProbe381_g8329 = sampleReflectionProbe381_g8329( uvw381_g8329 );
float luminance377_g8329 = Luminance(indirectDiffuse203_g8329);
float smoothstepResult378_g8329 = smoothstep( 0.0 , 0.05 , luminance377_g8329);
float3 lerpResult379_g8329 = lerp( localsampleReflectionProbe381_g8329 , indirectDiffuse203_g8329 , smoothstepResult378_g8329);
float3 lerpResult379_g8329 = lerp( indirectDiffuse203_g8329 , indirectDiffuse203_g8329 , smoothstepResult378_g8329);
#ifdef UNITY_PASS_FORWARDBASE
float3 staticSwitch384_g8329 = lerpResult379_g8329;
#else
Expand Down Expand Up @@ -5062,4 +5052,4 @@ WireConnection;0;10;1831;0
WireConnection;0;13;56;0
WireConnection;0;11;768;0
ASEEND*/
//CHKSM=0DE80E3340E517C0849D4E2549FDEA270A04F39D
//CHKSM=F9DBF2CD97DACA60BAE53E8F5E7EF4CA52C4DD30
Original file line number Diff line number Diff line change
Expand Up @@ -1442,14 +1442,6 @@ Shader "Furality/Umbra Shader/Umbra Transparent"
}


float3 sampleReflectionProbe381_g8329( float3 uvw )
{
half4 skyData = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, uvw, 5); //('cubemap', 'sample coordinate', 'map-map level')
half3 skyColor = DecodeHDR (skyData, unity_SpecCube0_HDR);
return half4(skyColor, 1.0);
}


void vertexDataFunc( inout appdata_full_custom v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
Expand Down Expand Up @@ -2124,17 +2116,17 @@ Shader "Furality/Umbra Shader/Umbra Transparent"
float3 diffNorm22_g8317 = normalizeResult2_g8317;
gi22_g8317 = UnityGI_Base( data, 1, diffNorm22_g8317 );
float3 indirectDiffuse22_g8317 = gi22_g8317.indirect.diffuse + diffNorm22_g8317 * 0.0001;
float3 uvw5_g8317 = (WorldNormalVector( i , InitialNormal1580 ));
float3 localsampleReflectionProbe5_g8317 = sampleReflectionProbe5_g8317( uvw5_g8317 );
float luminance26_g8317 = Luminance(indirectDiffuse22_g8317);
float smoothstepResult27_g8317 = smoothstep( 0.0 , 0.05 , luminance26_g8317);
float3 lerpResult28_g8317 = lerp( localsampleReflectionProbe5_g8317 , indirectDiffuse22_g8317 , smoothstepResult27_g8317);
float3 lerpResult28_g8317 = lerp( indirectDiffuse22_g8317 , indirectDiffuse22_g8317 , smoothstepResult27_g8317);
#ifdef UNITY_PASS_FORWARDBASE
float3 staticSwitch29_g8317 = lerpResult28_g8317;
#else
float3 staticSwitch29_g8317 = indirectDiffuse22_g8317;
#endif
float3 temp_output_7_0_g8317 = max( staticSwitch29_g8317 , float3( 0,0,0 ) );
float3 uvw5_g8317 = (WorldNormalVector( i , InitialNormal1580 ));
float3 localsampleReflectionProbe5_g8317 = sampleReflectionProbe5_g8317( uvw5_g8317 );
float3 lerpResult9_g8317 = lerp( temp_output_7_0_g8317 , localsampleReflectionProbe5_g8317 , 0.85);
int Band11_g8318 = 56;
int localIsLumaActive11_g8318 = IsLumaActive11_g8318( Band11_g8318 );
Expand Down Expand Up @@ -2876,11 +2868,9 @@ Shader "Furality/Umbra Shader/Umbra Transparent"
float3 diffNorm203_g8329 = normalize( WorldNormalVector( i , normal198_g8329 ) );
gi203_g8329 = UnityGI_Base( data, 1, diffNorm203_g8329 );
float3 indirectDiffuse203_g8329 = gi203_g8329.indirect.diffuse + diffNorm203_g8329 * 0.0001;
float3 uvw381_g8329 = (WorldNormalVector( i , float3(0,0,1) ));
float3 localsampleReflectionProbe381_g8329 = sampleReflectionProbe381_g8329( uvw381_g8329 );
float luminance377_g8329 = Luminance(indirectDiffuse203_g8329);
float smoothstepResult378_g8329 = smoothstep( 0.0 , 0.05 , luminance377_g8329);
float3 lerpResult379_g8329 = lerp( localsampleReflectionProbe381_g8329 , indirectDiffuse203_g8329 , smoothstepResult378_g8329);
float3 lerpResult379_g8329 = lerp( indirectDiffuse203_g8329 , indirectDiffuse203_g8329 , smoothstepResult378_g8329);
#ifdef UNITY_PASS_FORWARDBASE
float3 staticSwitch384_g8329 = lerpResult379_g8329;
#else
Expand Down Expand Up @@ -5077,4 +5067,4 @@ WireConnection;0;9;1747;0
WireConnection;0;13;56;0
WireConnection;0;11;768;0
ASEEND*/
//CHKSM=3EC52322550D9D9C249FE426FDFBC07B669993E1
//CHKSM=4D4E186283F6F84D01B200A821269FFCAB801B7F
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