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