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fix: separate Toon shadow attenuation #62
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PenguinMaintainer
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future/toon-shadow-attenuation-separation
Aug 14, 2026
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45e5829
test: seed Toon shadow separation contracts
PenguinDOOM 37b1796
fix: separate Toon shadow visibility
PenguinDOOM 00d9a65
docs: document Toon visibility contract
PenguinDOOM 940a754
test: isolate rendering mode readbacks
PenguinDOOM ddea233
test: isolate strict Daily baseline
PenguinDOOM 1b31cff
test: document Codacy analyzer exceptions
PenguinDOOM 9ce28db
test: simplify Codacy-flagged helpers
PenguinDOOM 6512c35
test: formalize Toon lighting equality
PenguinDOOM 68c76ae
fix: apply Toon direct shadow visibility
PenguinDOOM 92260e6
test: require Toon direct shadowing
PenguinDOOM c02d144
docs: clarify Toon shadow visibility
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,59 @@ | ||
| /* | ||
| * Copyright 2026 Penguin | ||
| * | ||
| * Licensed under the Apache License, Version 2.0 (the "License"); | ||
| * you may not use this file except in compliance with the License. | ||
| * You may obtain a copy of the License at | ||
| * | ||
| * http://www.apache.org/licenses/LICENSE-2.0 | ||
| * | ||
| * Unless required by applicable law or agreed to in writing, software | ||
| * distributed under the License is distributed on an "AS IS" BASIS, | ||
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | ||
| * See the License for the specific language governing permissions and | ||
| * limitations under the License. | ||
| */ | ||
|
|
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| // Defines Unity BIRP's non-shadow light attenuation terms for the PureBase fragment host. | ||
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| #ifndef PUREBASE_BIRP_LIGHT_ATTENUATION_INCLUDED | ||
| #define PUREBASE_BIRP_LIGHT_ATTENUATION_INCLUDED | ||
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| /// <summary>Evaluates the active Unity BIRP light's distance and cookie attenuation without visibility.</summary> | ||
| /// <param name="input">The current BIRP fragment input containing light coordinates where Unity requires them.</param> | ||
| /// <param name="worldPos">The current world-space pixel position.</param> | ||
| /// <returns>The active light's non-shadow attenuation term.</returns> | ||
| inline fixed PureBaseEvaluateNonShadowLightAttenuation(v2f input, float3 worldPos) | ||
| { | ||
| #if defined(DIRECTIONAL) | ||
| return 1; | ||
| #elif defined(POINT) | ||
| unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; | ||
|
PenguinDOOM marked this conversation as resolved.
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| return tex2D(_LightTexture0, dot(lightCoord, lightCoord).rr).r; | ||
| #elif defined(SPOT) | ||
| #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) | ||
| unityShadowCoord4 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)); | ||
| #else | ||
| unityShadowCoord4 lightCoord = input._LightCoord; | ||
| #endif | ||
| return (lightCoord.z > 0) * UnitySpotCookie(lightCoord) * UnitySpotAttenuate(lightCoord.xyz); | ||
| #elif defined(POINT_COOKIE) | ||
| #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) | ||
| unityShadowCoord3 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xyz; | ||
| #else | ||
| unityShadowCoord3 lightCoord = input._LightCoord; | ||
| #endif | ||
| return tex2D(_LightTextureB0, dot(lightCoord, lightCoord).rr).r * texCUBE(_LightTexture0, lightCoord).w; | ||
| #elif defined(DIRECTIONAL_COOKIE) | ||
| #if !defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) | ||
| unityShadowCoord2 lightCoord = mul(unity_WorldToLight, unityShadowCoord4(worldPos, 1)).xy; | ||
| #else | ||
| unityShadowCoord2 lightCoord = input._LightCoord; | ||
| #endif | ||
| return tex2D(_LightTexture0, lightCoord).w; | ||
| #else | ||
| return 1; | ||
| #endif | ||
| } | ||
|
|
||
| #endif | ||
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