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