#ifndef MAIN_LIGHT_INCLUDED #define MAIN_LIGHT_INCLUDED void MainLight_float(float3 WorldPosition, out float3 Direction, out float3 Color, out float ShadowAttenuation) { #if defined(SHADERGRAPH_PREVIEW) Direction = float3(0.5,0.5,0); Color = 1; ShadowAttenuation = 1; #else float4 shadowCoord = TransformWorldToShadowCoord(WorldPosition); Light mainLight = GetMainLight(shadowCoord); Direction = mainLight.direction; Color = mainLight.color; #if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECIEVE_SHADOWS_OFF) ShadowAttenuation = 1.0h; #else ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); float shadowStrength = GetMainLightShadowStrength(); ShadowAttentuation = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false); #endif #endif } #endif