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65 lines
2.1 KiB
65 lines
2.1 KiB
#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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// 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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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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