Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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101 行
3.6 KiB

Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows"
{
SubShader
{
Tags{ "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
HLSLINCLUDE
// Note: Screenspace shadow resolve is only performed when shadow cascades are enabled
// Shadow cascades require cascade index and shadowCoord to be computed on pixel.
#define _MAIN_LIGHT_SHADOWS_CASCADE
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
//Keep compiler quiet about Shadows.hlsl.
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
TEXTURE2D_ARRAY_FLOAT(_CameraDepthTexture);
#else
TEXTURE2D_FLOAT(_CameraDepthTexture);
#endif
SAMPLER(sampler_CameraDepthTexture);
struct Attributes
{
float4 positionOS : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
half4 positionCS : SV_POSITION;
half4 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vertex(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
float4 projPos = output.positionCS * 0.5;
projPos.xy = projPos.xy + projPos.w;
output.uv.xy = UnityStereoTransformScreenSpaceTex(input.texcoord);
output.uv.zw = projPos.xy;
return output;
}
half4 Fragment(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, input.uv.xy).r;
#if UNITY_REVERSED_Z
deviceDepth = 1 - deviceDepth;
#endif
deviceDepth = 2 * deviceDepth - 1; //NOTE: Currently must massage depth before computing CS position.
float3 vpos = ComputeViewSpacePosition(input.uv.zw, deviceDepth, unity_CameraInvProjection);
float3 wpos = mul(unity_CameraToWorld, float4(vpos, 1)).xyz;
//Fetch shadow coordinates for cascade.
float4 coords = TransformWorldToShadowCoord(wpos);
// Screenspace shadowmap is only used for directional lights which use orthogonal projection.
ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
half4 shadowParams = GetMainLightShadowParams();
return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), coords, shadowSamplingData, shadowParams, false);
}
ENDHLSL
Pass
{
Name "ScreenSpaceShadows"
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma multi_compile _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma vertex Vertex
#pragma fragment Fragment
ENDHLSL
}
}
}