Rasagar/Library/PackageCache/com.unity.visualeffectgraph/Shaders/ParticleSpheres/PassShadowCaster.template
2024-08-26 23:07:20 +03:00

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// Shadow pass
Pass
{
Name ${VFXPassShadow}
Tags { "LightMode"=${VFXPassShadow} }
ZClip [_ZClip]
ZWrite On
Blend Off
HLSLPROGRAM
#pragma target 4.5
struct ps_input
{
SV_POSITION_QUALIFIERS float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 posWS : TEXCOORD1;
float4 sphereInfo : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
VFX_VERTEX_OUTPUT_INSTANCE_INDEX
};
struct ps_output
{
float depth : DEPTH_OFFSET_SEMANTIC;
};
#define VFX_VARYING_PS_INPUTS ps_input
#define VFX_VARYING_POSCS pos
#define VFX_VARYING_UV uv
#define VFX_VARYING_POSWS posWS
#define VFX_VARYING_SPHERECENTER sphereInfo.xyz
#define VFX_VARYING_SPHERERADIUS sphereInfo.w
${VFXBegin:VFXVertexAdditionalProcess}
float3 posWS = TransformPositionVFXToWorld(vPos);
VFXApplyShadowBias(o.VFX_VARYING_POSCS, posWS);
${VFXEnd}
${VFXPassShadowDefine}
${VFXInclude("Shaders/ParticleSpheres/Pass.template")}
#pragma fragment frag
ps_output frag(ps_input i)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
VFXTransformPSInputs(i);
ps_output o = (ps_output)0;
float3 dummy;
VFXClipSphereAndGetDepthOffsetAndNormal(o.depth,dummy,i);
return o;
}
ENDHLSL
}