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float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0)); |
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ShadowSamplingData shadowSamplingData = GetLocalLightShadowSamplingData(); |
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half shadowStrength = GetLocalLightShadowStrenth(lightIndex); |
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half attenuation = SampleShadowmap(shadowCoord, TEXTURE2D_PARAM(_LocalShadowMapAtlas, sampler_LocalShadowMapAtlas), shadowSamplingData, shadowStrength); |
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return (shadowStrength > 0.0h) ? attenuation : 1.0h; |
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return SampleShadowmap(shadowCoord, TEXTURE2D_PARAM(_LocalShadowMapAtlas, sampler_LocalShadowMapAtlas), shadowSamplingData, shadowStrength); |
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#endif |
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} |
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