You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
59 lines
2.4 KiB
59 lines
2.4 KiB
Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows" |
|
{ |
|
SubShader |
|
{ |
|
Tags{ "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"} |
|
|
|
HLSLINCLUDE |
|
|
|
//Keep compiler quiet about Shadows.hlsl. |
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" |
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" |
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" |
|
#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/DeclareDepthTexture.hlsl" |
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl" |
|
|
|
half4 Fragment(Varyings input) : SV_Target |
|
{ |
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); |
|
|
|
#if UNITY_REVERSED_Z |
|
float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, input.uv.xy).r; |
|
#else |
|
float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, input.uv.xy).r; |
|
deviceDepth = deviceDepth * 2.0 - 1.0; |
|
#endif |
|
|
|
float3 wpos = ComputeWorldSpacePosition(input.uv.xy, deviceDepth, unity_MatrixInvVP); |
|
|
|
//Fetch shadow coordinates for cascade. |
|
float4 coords = TransformWorldToShadowCoord(wpos); |
|
|
|
// Screenspace shadowmap is only used for directional lights which use orthogonal projection. |
|
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); |
|
half4 shadowParams = GetMainLightShadowParams(); |
|
return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), coords, shadowSamplingData, shadowParams, false); |
|
} |
|
|
|
ENDHLSL |
|
|
|
Pass |
|
{ |
|
Name "ScreenSpaceShadows" |
|
ZTest Always |
|
ZWrite Off |
|
Cull Off |
|
|
|
HLSLPROGRAM |
|
#pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE |
|
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL |
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT |
|
|
|
#pragma vertex FullscreenVert |
|
#pragma fragment Fragment |
|
ENDHLSL |
|
} |
|
} |
|
}
|
|
|