Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl
2024-08-26 23:07:20 +03:00

87 lines
2.7 KiB
HLSL

#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