#define SHADERPASS SHADERPASS_SHADOWCASTER #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" //#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZExtentions.hlsl" // Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs // For Directional lights, _LightDirection is used when applying shadow Normal Bias. // For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex. float3 _LightDirection; float3 _LightPosition; struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; }; float4 GetShadowPositionHClip(Attributes input) { float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float2 vShadowOffsets = GetShadowOffsets(normalWS, lightDirectionWS); //positionWS.xyz -= vShadowOffsets.x * normalWS.xyz * .01; positionWS.xyz -= vShadowOffsets.y * lightDirectionWS.xyz * .01; float4 positionCS = TransformObjectToHClip(float4(mul(unity_WorldToObject, float4(positionWS.xyz, 1.0)).xyz, 1.0)); //float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE); #endif return positionCS; } Varyings vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); output.positionCS = GetShadowPositionHClip(input); return output; } half4 frag(Varyings input) : SV_TARGET { return 0; }