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55 行
1.4 KiB
55 行
1.4 KiB
#ifndef UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
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#define UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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float3 _LightDirection;
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struct Attributes
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionCS : SV_POSITION;
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};
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float4 GetShadowPositionHClip(Attributes input)
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{
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return positionCS;
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}
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionCS = GetShadowPositionHClip(input);
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_TARGET
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{
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
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return 0;
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}
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#endif
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