Shader "Hidden/LightweightPipeline/ScreenSpaceShadows" { SubShader { Tags{ "RenderPipeline" = "LightweightPipeline" "IgnoreProjector" = "True"} HLSLINCLUDE #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x //Keep compiler quiet about Shadows.hlsl. #include "CoreRP/ShaderLibrary/Common.hlsl" #include "CoreRP/ShaderLibrary/EntityLighting.hlsl" #include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl" #include "LWRP/ShaderLibrary/Core.hlsl" #include "LWRP/ShaderLibrary/Shadows.hlsl" #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) TEXTURE2D_ARRAY(_CameraDepthTexture); #else TEXTURE2D(_CameraDepthTexture); #endif SAMPLER(sampler_CameraDepthTexture); struct VertexInput { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Interpolators { half4 pos : SV_POSITION; half4 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; Interpolators Vertex(VertexInput i) { Interpolators o; UNITY_SETUP_INSTANCE_ID(i); UNITY_TRANSFER_INSTANCE_ID(i, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.pos = TransformObjectToHClip(i.vertex.xyz); float4 projPos = o.pos * 0.5; projPos.xy = projPos.xy + projPos.w; o.texcoord.xy = UnityStereoTransformScreenSpaceTex(i.texcoord); o.texcoord.zw = projPos.xy; return o; } half4 Fragment(Interpolators i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); #if !defined(UNITY_STEREO_INSTANCING_ENABLED) // Completely unclear why i.stereoTargetEyeIndex doesn't work here, considering // this has to be correct in order for the texture array slices to be rasterized to // We can limit this workaround to stereo instancing for now. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); #endif #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float deviceDepth = SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy, unity_StereoEyeIndex).r; #else float deviceDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy); #endif #if UNITY_REVERSED_Z deviceDepth = 1 - deviceDepth; #endif deviceDepth = 2 * deviceDepth - 1; //NOTE: Currently must massage depth before computing CS position. float3 vpos = ComputeViewSpacePosition(i.texcoord.zw, deviceDepth, unity_CameraInvProjection); float3 wpos = mul(unity_CameraToWorld, float4(vpos, 1)).xyz; //Fetch shadow coordinates for cascade. float4 coords = TransformWorldToShadowCoord(wpos); // Screenspace shadowmap is only used for directional lights which use orthogonal projection. ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); half shadowStrength = GetMainLightShadowStrength(); return SampleShadowmap(coords, TEXTURE2D_PARAM(_DirectionalShadowmapTexture, sampler_DirectionalShadowmapTexture), shadowSamplingData, shadowStrength); } ENDHLSL Pass { Name "Default" ZTest Always ZWrite Off Cull Off HLSLPROGRAM #pragma multi_compile _ _SHADOWS_SOFT #pragma multi_compile _ _SHADOWS_CASCADE #pragma vertex Vertex #pragma fragment Fragment ENDHLSL } } }