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87 行
2.4 KiB

Shader "Hidden/LightweightPipeline/ScreenSpaceShadows"
{
SubShader
{
Tags{ "RenderPipeline" = "LightweightPipeline" }
HLSLINCLUDE
//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"
TEXTURE2D(_CameraDepthTexture);
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
};
Interpolators Vertex(VertexInput i)
{
Interpolators o;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_TRANSFER_INSTANCE_ID(i, o);
o.pos = TransformObjectToHClip(i.vertex.xyz);
float4 projPos = o.pos * 0.5;
projPos.xy = projPos.xy + projPos.w;
o.texcoord.xy = i.texcoord;
o.texcoord.zw = projPos.xy;
return o;
}
half Fragment(Interpolators i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
float deviceDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy);
#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 = ComputeScreenSpaceShadowCoords(wpos);
return SampleShadowmap(coords);
}
ENDHLSL
Pass
{
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _SHADOWS_CASCADE
#pragma vertex Vertex
#pragma fragment Fragment
ENDHLSL
}
}
}