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#if (SHADERPASS == SHADERPASS_DBUFFER_PROJECTOR) |
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float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionSS.xy).x; |
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); |
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// Transform from world space to decal space (DS) to clip the decal. |
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// For this we must use absolute position. |
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// There is no lose of precision here as it doesn't involve the camera matrix |
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float3 positionWS = GetAbsolutePositionWS(posInput.positionWS); |
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float3 positionDS = TransformWorldToObject(positionWS); |
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// Transform from relative world space to decal space (DS) to clip the decal |
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float3 positionDS = TransformWorldToObject(posInput.positionWS); |
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positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5); |
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clip(positionDS); // clip negative value |
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clip(1.0 - positionDS); // Clip value above one |
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