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- #ifndef UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
- #define UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #if defined(LOD_FADE_CROSSFADE)
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
- #endif
-
- // 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;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- struct Varyings
- {
- #if defined(_ALPHATEST_ON)
- float2 uv : TEXCOORD0;
- #endif
- float4 positionCS : SV_POSITION;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
-
- #define EPSILON 0.001
- 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
-
- float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
-
- #if UNITY_REVERSED_Z
- float clamped = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
- #else
- float clamped = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
- #endif
- positionCS.z = lerp(positionCS.z, clamped, saturate(_ShadowBias.y + EPSILON));
-
- return positionCS;
- }
-
- Varyings ShadowPassVertex(Attributes input)
- {
- Varyings output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_TRANSFER_INSTANCE_ID(input, output);
-
- #if defined(_ALPHATEST_ON)
- output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
- #endif
-
- output.positionCS = GetShadowPositionHClip(input);
- return output;
- }
-
- half4 ShadowPassFragment(Varyings input) : SV_TARGET
- {
- UNITY_SETUP_INSTANCE_ID(input);
-
- #if defined(_ALPHATEST_ON)
- Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
- #endif
-
- #if defined(LOD_FADE_CROSSFADE)
- LODFadeCrossFade(input.positionCS);
- #endif
-
- return 0;
- }
-
- #endif
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