forked from BilalY/Rasagar
59 lines
2.2 KiB
Plaintext
59 lines
2.2 KiB
Plaintext
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Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows"
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{
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SubShader
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{
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Tags{ "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
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HLSLINCLUDE
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//Keep compiler quiet about Shadows.hlsl.
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
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// Core.hlsl for XR dependencies
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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half4 Fragment(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if UNITY_REVERSED_Z
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float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy).r;
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#else
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float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy).r;
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deviceDepth = deviceDepth * 2.0 - 1.0;
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#endif
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//Fetch shadow coordinates for cascade.
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float3 wpos = ComputeWorldSpacePosition(input.texcoord.xy, deviceDepth, unity_MatrixInvVP);
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float4 coords = TransformWorldToShadowCoord(wpos);
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// Screenspace shadowmap is only used for directional lights which use orthogonal projection.
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half realtimeShadow = MainLightRealtimeShadow(coords);
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return realtimeShadow;
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}
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ENDHLSL
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Pass
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{
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Name "ScreenSpaceShadows"
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ZTest Always
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma vertex Vert
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#pragma fragment Fragment
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ENDHLSL
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}
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}
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}
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