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14 行
591 B
14 行
591 B
#ifndef UNITY_COMMON_SHADOW_INCLUDED
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#define UNITY_COMMON_SHADOW_INCLUDED
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// Ref: https://mynameismjp.wordpress.com/2015/02/18/shadow-sample-update/
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// Calculates the offset to use for sampling the shadow map, based on the surface normal
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real3 GetShadowPosOffset(real NdotL, real3 normalWS, real2 invShadowMapSize)
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{
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real texelSize = 2.0 * invShadowMapSize.x;
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real offsetScaleNormalize = saturate(1.0 - NdotL);
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// return texelSize * OffsetScale * offsetScaleNormalize * normalWS;
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return texelSize * offsetScaleNormalize * normalWS;
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}
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#endif // UNITY_COMMON_SHADOW_INCLUDED
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