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half LocalLightRealtimeShadowAttenuation(int lightIndex, float3 positionWS) |
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{ |
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#if defined(NO_SHADOWS) || !defined(_LOCAL_SHADOWS_ENABLED) |
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// TODO: We can't add more keywords to standard shaders. For now we use |
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// same _SHADOWS_ENABLED keywords for local lights. In the future we can use |
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// _LOCAL_SHADOWS_ENABLED keyword |
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//#if defined(NO_SHADOWS) || !defined(_LOCAL_SHADOWS_ENABLED) |
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#if defined(NO_SHADOWS) || !defined(_SHADOWS_ENABLED) |
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return 1.0h; |
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#else |
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float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0)); |
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