|
|
|
|
|
|
// In order to reduce shader variations main light keywords were combined // |
|
|
|
// here we define shadow keywords. // |
|
|
|
/////////////////////////////////////////////////////////////////////////////// |
|
|
|
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SCREEN) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SCREEN_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SCREEN) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SCREEN_SOFT) |
|
|
|
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT) |
|
|
|
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SCREEN_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SCREEN_SOFT) |
|
|
|
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_SPOT_SHADOW_SOFT) |
|
|
|
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SCREEN) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SCREEN_SOFT) |
|
|
|
#if defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE) || defined(_MAIN_LIGHT_DIRECTIONAL_SHADOW_CASCADE_SOFT) |
|
|
|
#define _SHADOWS_CASCADE |
|
|
|
#endif |
|
|
|
|
|
|
|