71 lines
2.6 KiB
HLSL
71 lines
2.6 KiB
HLSL
#ifndef UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
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#define UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SLZExtentions.hlsl"
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// 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
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// For Directional lights, _LightDirection is used when applying shadow Normal Bias.
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// 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.
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float3 _LightDirection;
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float3 _LightPosition;
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionCS : SV_POSITION;
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};
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float4 GetShadowPositionHClip(Attributes input)
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{
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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#if _CASTING_PUNCTUAL_LIGHT_SHADOW
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float3 lightDirectionWS = normalize(_LightPosition - positionWS);
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#else
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float3 lightDirectionWS = _LightDirection;
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#endif
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float2 vShadowOffsets = GetShadowOffsets( normalWS, lightDirectionWS );
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//positionWS.xyz -= vShadowOffsets.x * normalWS.xyz * .003; //Causes light seams to appear
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positionWS.xyz -= vShadowOffsets.y * lightDirectionWS.xyz * .01;
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float4 positionCS = TransformObjectToHClip( float4( mul( unity_WorldToObject, float4( positionWS.xyz, 1.0 ) ).xyz, 1.0 ) );
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//float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#endif
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return positionCS;
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}
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionCS = GetShadowPositionHClip(input);
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_TARGET
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{
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
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return 0;
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}
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#endif
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