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- 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"
- // Core.hlsl for XR dependencies
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.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_PointClamp, input.texcoord.xy).r;
- #else
- float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy).r;
- deviceDepth = deviceDepth * 2.0 - 1.0;
- #endif
-
- //Fetch shadow coordinates for cascade.
- float3 wpos = ComputeWorldSpacePosition(input.texcoord.xy, deviceDepth, unity_MatrixInvVP);
- float4 coords = TransformWorldToShadowCoord(wpos);
-
- // Screenspace shadowmap is only used for directional lights which use orthogonal projection.
- half realtimeShadow = MainLightRealtimeShadow(coords);
-
- return realtimeShadow;
- }
-
- ENDHLSL
-
- Pass
- {
- Name "ScreenSpaceShadows"
- ZTest Always
- ZWrite Off
- Cull Off
-
- HLSLPROGRAM
- #pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
-
- #pragma vertex Vert
- #pragma fragment Fragment
- ENDHLSL
- }
- }
- }
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