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65 行
2.0 KiB
65 行
2.0 KiB
#ifndef SHADOW_PASS_VEGETATION_INCLUDED
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#define SHADOW_PASS_VEGETATION_INCLUDED
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Shadows.hlsl"
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float3 _LightDirection;
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struct VertexInput
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 texcoord : TEXCOORD0;
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half3 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 clipPos : SV_POSITION;
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};
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float4 GetShadowPositionHClip(VertexInput input)
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{
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VertexPositionInputs vertexPosition = GetVertexPositionInputs(input.positionOS);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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float4 clipPos = TransformWorldToHClip(ApplyShadowBias(vertexPosition.positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return clipPos;
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}
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VertexOutput ShadowPassVegetationVertex(VertexInput input)
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{
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VertexOutput output;
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UNITY_SETUP_INSTANCE_ID(input);
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#if _VERTEXANIMATION
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/////////////////////////////////////vegetation stuff//////////////////////////////////////////////////
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float3 objectOrigin = UNITY_ACCESS_INSTANCED_PROP(Props, _Position).xyz;
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input.positionOS.xyz = VegetationDeformation(input.positionOS, objectOrigin, input.normalOS, input.color.x, input.color.z, input.color.y);
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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#endif
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output.uv = input.texcoord;
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output.clipPos = GetShadowPositionHClip(input);
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return output;
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}
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half4 ShadowPassVegetationFragment(VertexOutput IN) : SV_TARGET
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{
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half alpha = SampleAlbedoAlpha(IN.uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)).a;
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clip(alpha - _Cutoff);
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return 0;
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}
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#endif // SHADOW_PASS_VEGETATION_INCLUDED
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