#ifndef SHADOW_PASS_VEGETATION_INCLUDED #define SHADOW_PASS_VEGETATION_INCLUDED #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl" float3 _LightDirection; struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float2 texcoord : TEXCOORD0; half3 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float2 uv : TEXCOORD0; float4 clipPos : SV_POSITION; }; VertexOutput ShadowPassVegetationVertex(VertexInput input) { VertexOutput output; UNITY_SETUP_INSTANCE_ID(input); #if _VERTEXANIMATION /////////////////////////////////////vegetation stuff////////////////////////////////////////////////// float3 objectOrigin = UNITY_ACCESS_INSTANCED_PROP(Props, _Position).xyz; input.positionOS.xyz = VegetationDeformation(input.positionOS, objectOrigin, input.normalOS, input.color.x, input.color.z, input.color.y); ////////////////////////////////////////////////////////////////////////////////////////////////////// #endif output.uv = input.texcoord; float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldDir(input.normalOS); output.clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z output.clipPos.z = min(output.clipPos.z, output.clipPos.w * UNITY_NEAR_CLIP_VALUE); #else output.clipPos.z = max(output.clipPos.z, output.clipPos.w * UNITY_NEAR_CLIP_VALUE); #endif return output; } half4 ShadowPassVegetationFragment(VertexOutput IN) : SV_TARGET { half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_PARAM(_BaseMap, sampler_BaseMap)).a; clip(alpha - _Cutoff); return 1; } #endif // SHADOW_PASS_VEGETATION_INCLUDED