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65 行
1.6 KiB
65 行
1.6 KiB
#ifndef LIGHTWEIGHT_PASS_SHADOW_INCLUDED
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#define LIGHTWEIGHT_PASS_SHADOW_INCLUDED
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#include "LWRP/ShaderLibrary/Core.hlsl"
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#include "LWRP/ShaderLibrary/InputSurface.hlsl"
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// x: global clip space bias, y: normal world space bias
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float4 _ShadowBias;
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float3 _LightDirection;
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struct VertexInput
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{
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float4 position : POSITION;
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float3 normal : NORMAL;
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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 VertexOutput
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{
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float2 uv : TEXCOORD0;
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float4 clipPos : SV_POSITION;
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};
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float4 GetShadowPositionHClip(VertexInput v)
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{
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float3 positionWS = TransformObjectToWorld(v.position.xyz);
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float3 normalWS = TransformObjectToWorldDir(v.normal);
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float invNdotL = 1.0 - saturate(dot(_LightDirection, normalWS));
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float scale = invNdotL * _ShadowBias.y;
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// normal bias is negative since we want to apply an inset normal offset
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positionWS = normalWS * scale.xxx + positionWS;
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float4 clipPos = TransformWorldToHClip(positionWS);
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// _ShadowBias.x sign depens on if platform has reversed z buffer
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clipPos.z += _ShadowBias.x;
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#if UNITY_REVERSED_Z
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clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#else
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clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return clipPos;
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}
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VertexOutput ShadowPassVertex(VertexInput v)
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{
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VertexOutput o;
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UNITY_SETUP_INSTANCE_ID(v);
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o.uv = TransformMainTextureCoord(v.texcoord);
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o.clipPos = GetShadowPositionHClip(v);
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return o;
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}
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half4 ShadowPassFragment(VertexOutput IN) : SV_TARGET
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{
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Alpha(MainTexture(IN.uv).a);
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return 0;
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}
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#endif
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