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#pragma multi_compile _ SHADOWS_DEPTH |
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#pragma multi_compile _ SHADOWS_FILTERING_PCF |
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#pragma multi_compile_fog |
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#pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 |
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#pragma only_renderers d3d9 d3d11 d3d11_9x glcore gles gles3 metal |
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#pragma enable_d3d11_debug_symbols |
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#define DIFFUSE_AND_SPECULAR_INPUT SpecularInput |
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half4 globalLightAtten[MAX_LIGHTS]; |
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int4 globalLightCount; // x: pixelLightCount, y = totalLightCount (pixel + vert) |
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sampler2D _ShadowMap; |
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sampler2D_float _ShadowMap; |
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float _PCFKernel[8]; |
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half4x4 _WorldToShadow[MAX_SHADOW_CASCADES]; |
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