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// Copyright (c) Valve Corporation, All rights reserved. ======================================================================================================
Shader "Valve/vr_standard"
{
Properties
{
[Toggle( S_UNLIT )] g_bUnlit( "g_bUnlit", Int ) = 0
_Color( "Color", Color ) = ( 1, 1, 1, 1 )
_MainTex( "Albedo", 2D ) = "white" {}
_Cutoff( "Alpha Cutoff", Range( 0.0, 1.0 ) ) = 0.5
_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
_SpecColor("Specular", Color) = (0.2,0.2,0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
g_flReflectanceMin( "g_flReflectanceMin", Range( 0.0, 1.0 ) ) = 0.0
g_flReflectanceMax( "g_flReflectanceMax", Range( 0.0, 1.0 ) ) = 1.0
[HideInInspector] g_flReflectanceScale( "g_flReflectanceScale", Range( 0.0, 1.0 ) ) = 0.0
[HideInInspector] g_flReflectanceBias( "g_flReflectanceBias", Range( 0.0, 1.0 ) ) = 1.0
[Gamma] _Metallic( "Metallic", Range( 0.0, 1.0 ) ) = 0.0
_MetallicGlossMap( "Metallic", 2D ) = "white" {}
_BumpScale( "Scale", Float ) = 1.0
[Normal] _BumpMap( "Normal Map", 2D ) = "bump" {}
_Parallax ( "Height Scale", Range ( 0.005, 0.08 ) ) = 0.02
_ParallaxMap ( "Height Map", 2D ) = "black" {}
_OcclusionStrength( "Strength", Range( 0.0, 1.0 ) ) = 1.0
_OcclusionMap( "Occlusion", 2D ) = "white" {}
_OcclusionStrengthDirectDiffuse( "StrengthDirectDiffuse", Range( 0.0, 1.0 ) ) = 1.0
_OcclusionStrengthDirectSpecular( "StrengthDirectSpecular", Range( 0.0, 1.0 ) ) = 1.0
_OcclusionStrengthIndirectDiffuse( "StrengthIndirectDiffuse", Range( 0.0, 1.0 ) ) = 1.0
_OcclusionStrengthIndirectSpecular( "StrengthIndirectSpecular", Range( 0.0, 1.0 ) ) = 1.0
g_flCubeMapScalar( "Cube Map Scalar", Range( 0.0, 2.0 ) ) = 1.0
_EmissionColor( "Color", Color ) = ( 0, 0, 0 )
_EmissionMap( "Emission", 2D ) = "white" {}
_DetailMask( "Detail Mask", 2D ) = "white" {}
_DetailAlbedoMap( "Detail Albedo x2", 2D ) = "grey" {}
_DetailNormalMapScale( "Scale", Float ) = 1.0
_DetailNormalMap( "Normal Map", 2D ) = "bump" {}
g_tOverrideLightmap( "Override Lightmap", 2D ) = "white" {}
[Enum(UV0,0,UV1,1)] _UVSec ( "UV Set for secondary textures", Float ) = 0
[Toggle( S_WORLD_ALIGNED_TEXTURE )] g_bWorldAlignedTexture( "g_bWorldAlignedTexture", Int ) = 0
g_vWorldAlignedTextureSize( "g_vWorldAlignedTextureSize", Vector ) = ( 1.0, 1.0, 1.0, 0.0 )
g_vWorldAlignedTextureNormal( "g_vWorldAlignedTextureNormal", Vector ) = ( 0.0, 1.0, 0.0, 0.0 )
g_vWorldAlignedTexturePosition( "g_vWorldAlignedTexturePosition", Vector ) = ( 0.0, 0.0, 0.0, 0.0 )
[HideInInspector] g_vWorldAlignedNormalTangentU( "g_vWorldAlignedNormalTangentU", Vector ) = ( -1.0, 0.0, 0.0, 0.0)
[HideInInspector] g_vWorldAlignedNormalTangentV( "g_vWorldAlignedNormalTangentV", Vector ) = ( 0.0, 0.0, 1.0, 0.0)
//g_tShadowBuffer( "g_tShadowBuffer", 2D ) = "white" {}
[HideInInspector] _SpecularMode( "__specularmode", Int ) = 1.0
// Blending state
[HideInInspector] _Mode ( "__mode", Float ) = 0.0
[HideInInspector] _SrcBlend ( "__src", Float ) = 1.0
[HideInInspector] _DstBlend ( "__dst", Float ) = 0.0
[HideInInspector] _ZWrite ( "__zw", Float ) = 1.0
}
SubShader
{
Tags { "RenderType" = "Opaque" "PerformanceChecks" = "False" }
LOD 300
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Base forward pass (directional light, emission, lightmaps, ...)
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "FORWARD"
Tags { "LightMode" = "ForwardBase" }
Blend [_SrcBlend] [_DstBlend]
ZWrite [_ZWrite]
CGPROGRAM
#pragma target 4.0
//#pragma only_renderers d3d11
//#pragma exclude_renderers gles
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON
#pragma shader_feature _NORMALMAP
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature _SPECGLOSSMAP
#pragma shader_feature _EMISSION
#pragma shader_feature _DETAIL_MULX2
//#pragma shader_feature _PARALLAXMAP
#pragma shader_feature S_SPECULAR_NONE S_SPECULAR_BLINNPHONG S_SPECULAR_METALLIC
#pragma shader_feature S_UNLIT
#pragma shader_feature S_OVERRIDE_LIGHTMAP
#pragma shader_feature S_WORLD_ALIGNED_TEXTURE
#pragma shader_feature S_OCCLUSION
#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
#pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
#pragma multi_compile _ D_HOLOGRAM_FX
#pragma skip_variants SHADOWS_SOFT
#pragma vertex MainVs
#pragma fragment MainPs
// Dynamic combo skips (Static combo skips happen in ValveShaderGUI.cs in SetMaterialKeywords())
#if ( S_UNLIT )
#undef LIGHTMAP_OFF
#define LIGHTMAP_OFF 1
#undef LIGHTMAP_ON
#undef DIRLIGHTMAP_OFF
#define DIRLIGHTMAP_OFF 1
#undef DIRLIGHTMAP_COMBINED
#undef DIRLIGHTMAP_SEPARATE
#undef DYNAMICLIGHTMAP_OFF
#define DYNAMICLIGHTMAP_OFF 1
#undef DYNAMICLIGHTMAP_ON
#endif
// Includes -------------------------------------------------------------------------------------------------------------------------------------------------
#include "UnityCG.cginc"
#include "UnityLightingCommon.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityStandardInput.cginc"
#include "vr_utils.cginc"
#include "vr_lighting.cginc"
// Structs --------------------------------------------------------------------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 vPositionOs : POSITION;
float3 vNormalOs : NORMAL;
float2 vTexCoord0 : TEXCOORD0;
#if ( _DETAIL || S_OVERRIDE_LIGHTMAP || LIGHTMAP_ON )
float2 vTexCoord1 : TEXCOORD1;
#endif
#if ( DYNAMICLIGHTMAP_ON || UNITY_PASS_META )
float2 vTexCoord2 : TEXCOORD2;
#endif
#if ( _NORMALMAP )
float4 vTangentUOs_flTangentVSign : TANGENT;
#endif
};
struct PS_INPUT
{
float4 vPositionPs : SV_Position;
#if ( !S_UNLIT || D_HOLOGRAM_FX )
float3 vPositionWs : TEXCOORD0;
float3 vNormalWs : TEXCOORD1;
#endif
#if ( _DETAIL )
float4 vTextureCoords : TEXCOORD2;
#else
float2 vTextureCoords : TEXCOORD2;
#endif
#if ( S_OVERRIDE_LIGHTMAP || LIGHTMAP_ON || DYNAMICLIGHTMAP_ON )
#if ( DYNAMICLIGHTMAP_ON )
centroid float4 vLightmapUV : TEXCOORD3;
#else
centroid float2 vLightmapUV : TEXCOORD3;
#endif
#endif
#if ( _NORMALMAP )
float3 vTangentUWs : TEXCOORD4;
float3 vTangentVWs : TEXCOORD5;
#endif
};
// World-aligned texture
float3 g_vWorldAlignedTextureSize = float3( 1.0, 1.0, 1.0 );
float3 g_vWorldAlignedNormalTangentU = float3( -1.0, 0.0, 0.0 );
float3 g_vWorldAlignedNormalTangentV = float3( 0.0, 0.0, 1.0 );
float3 g_vWorldAlignedTexturePosition = float3( 0.0, 0.0, 0.0 );
uniform sampler3D g_tHologramNoise3D;
float3 g_vHologramTransmissionSource;
float g_flHologramTransmissionDistance;
float g_flHologramTransmissionFrontier;
// MainVs ---------------------------------------------------------------------------------------------------------------------------------------------------
PS_INPUT MainVs( VS_INPUT i )
{
PS_INPUT o = ( PS_INPUT )0;
// Position
float3 vPositionWs = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz;
#if ( !S_UNLIT || D_HOLOGRAM_FX )
{
o.vPositionWs.xyz = vPositionWs.xyz;
}
#endif
o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw );
// Normal
float3 vNormalWs = UnityObjectToWorldNormal( i.vNormalOs.xyz );
#if ( !S_UNLIT || D_HOLOGRAM_FX )
{
o.vNormalWs.xyz = vNormalWs.xyz;
}
#endif
#if ( _NORMALMAP )
{
// TangentU and TangentV
float3 vTangentUWs = UnityObjectToWorldDir( i.vTangentUOs_flTangentVSign.xyz ); // Transform tangentU into world space
//vTangentUWs.xyz = normalize( vTangentUWs.xyz - ( vNormalWs.xyz * dot( vTangentUWs.xyz, vNormalWs.xyz ) ) ); // Force tangentU perpendicular to normal and normalize
o.vTangentUWs.xyz = vTangentUWs.xyz;
o.vTangentVWs.xyz = cross( vNormalWs.xyz, vTangentUWs.xyz ) * i.vTangentUOs_flTangentVSign.w;
}
#endif
#if ( S_WORLD_ALIGNED_TEXTURE )
{
float3 vTexturePositionScaledWs = ( vPositionWs.xyz - g_vWorldAlignedTexturePosition.xyz ) / g_vWorldAlignedTextureSize.xyz;
o.vTextureCoords.x = dot( vTexturePositionScaledWs.xyz, g_vWorldAlignedNormalTangentU.xyz );
o.vTextureCoords.y = dot( vTexturePositionScaledWs.xyz, g_vWorldAlignedNormalTangentV.xyz );
#if ( _DETAIL )
{
o.vTextureCoords.zw = TRANSFORM_TEX( o.vTextureCoords.xy, _DetailAlbedoMap );
}
#endif
}
#else
{
// Texture coords (Copied from Unity's TexCoords() helper function)
o.vTextureCoords.xy = TRANSFORM_TEX( i.vTexCoord0, _MainTex );
#if ( _DETAIL )
{
o.vTextureCoords.zw = TRANSFORM_TEX( ( ( _UVSec == 0 ) ? i.vTexCoord0 : i.vTexCoord1 ), _DetailAlbedoMap );
}
#endif
}
#endif
// Indirect lighting uv's or light probe
#if ( S_OVERRIDE_LIGHTMAP )
{
o.vLightmapUV.xy = i.vTexCoord1.xy;
}
#elif ( LIGHTMAP_ON )
{
// Static lightmaps
o.vLightmapUV.xy = i.vTexCoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
}
#endif
#if ( DYNAMICLIGHTMAP_ON )
{
o.vLightmapUV.zw = i.vTexCoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
}
#endif
return o;
}
// MainPs ---------------------------------------------------------------------------------------------------------------------------------------------------
#define g_vColorTint _Color
#define g_tColor _MainTex
#define g_tNormalMap _BumpMap
#define g_flBumpScale _BumpScale
#define g_vReflectance _SpecColor
#define g_tReflectanceGloss _SpecGlossMap
#define g_flGlossScale _Glossiness
#define g_tDetailAlbedo _DetailAlbedoMap
#define g_tDetailNormal _DetailNormalMap
#define g_flDetailNormalScale _DetailNormalMapScale
float g_flReflectanceScale = 1.0;
float g_flReflectanceBias = 0.0;
float _OcclusionStrengthDirectDiffuse = 1.0;
float _OcclusionStrengthDirectSpecular = 1.0;
float _OcclusionStrengthIndirectDiffuse = 1.0;
float _OcclusionStrengthIndirectSpecular = 1.0;
struct PS_OUTPUT
{
float4 vColor : SV_Target0;
};
PS_OUTPUT MainPs( PS_INPUT i )
{
PS_OUTPUT o = ( PS_OUTPUT )0;
//--------//
// Albedo //
//--------//
float4 vAlbedoTexel = tex2D( g_tColor, i.vTextureCoords.xy ) * g_vColorTint.rgba;
float3 vAlbedo = vAlbedoTexel.rgb;
// Apply detail to albedo
#if ( _DETAIL )
{
float flDetailMask = DetailMask( i.vTextureCoords.xy );
float3 vDetailAlbedo = tex2D( g_tDetailAlbedo, i.vTextureCoords.zw ).rgb;
#if ( _DETAIL_MULX2 )
vAlbedo.rgb *= LerpWhiteTo( vDetailAlbedo.rgb * unity_ColorSpaceDouble.rgb, flDetailMask );
#elif ( _DETAIL_MUL )
vAlbedo.rgb *= LerpWhiteTo( vDetailAlbedo.rgb, flDetailMask );
#elif ( _DETAIL_ADD )
vAlbedo.rgb += vDetailAlbedo.rgb * flDetailMask;
#elif ( _DETAIL_LERP )
vAlbedo.rgb = lerp( vAlbedo.rgb, vDetailAlbedo.rgb, flDetailMask );
#endif
}
#endif
//--------------//
// Translucency //
//--------------//
#if ( _ALPHATEST_ON )
{
clip( vAlbedoTexel.a - _Cutoff );
}
#endif
#if ( _ALPHAPREMULTIPLY_ON )
{
vAlbedo.rgb *= vAlbedoTexel.a;
}
#endif
#if ( _ALPHABLEND_ON || _ALPHAPREMULTIPLY_ON )
{
o.vColor.a = vAlbedoTexel.a;
}
#else
{
o.vColor.a = 1.0;
}
#endif
//---------------//
// Tangent Space //
//---------------//
float3 vTangentUWs = float3( 1.0, 0.0, 0.0 );
float3 vTangentVWs = float3( 0.0, 1.0, 0.0 );
#if ( _NORMALMAP )
{
vTangentUWs.xyz = i.vTangentUWs.xyz;
vTangentVWs.xyz = i.vTangentVWs.xyz;
}
#endif
//--------//
// Normal //
//--------//
float3 vGeometricNormalWs = float3( 0.0, 0.0, 1.0 );
#if ( !S_UNLIT )
{
i.vNormalWs.xyz = normalize( i.vNormalWs.xyz );
vGeometricNormalWs.xyz = i.vNormalWs.xyz;
}
#endif
float3 vNormalWs = vGeometricNormalWs.xyz;
float3 vNormalTs = float3( 0.0, 0.0, 1.0 );
#if ( _NORMALMAP )
{
vNormalTs.xyz = UnpackScaleNormal( tex2D( g_tNormalMap, i.vTextureCoords.xy ), g_flBumpScale );
//vNormalTs.y = -vNormalTs.y;
// Apply detail to tangent normal
#if ( _DETAIL )
{
float flDetailMask = DetailMask( i.vTextureCoords.xy );
float3 vDetailNormalTs = UnpackScaleNormal( tex2D( g_tDetailNormal, i.vTextureCoords.zw ), g_flDetailNormalScale );
#if ( _DETAIL_LERP )
{
vNormalTs.xyz = lerp( vNormalTs.xyz, vDetailNormalTs.xyz, flDetailMask );
}
#else
{
vNormalTs.xyz = lerp( vNormalTs.xyz, BlendNormals( vNormalTs.xyz, vDetailNormalTs.xyz ), flDetailMask );
}
#endif
}
#endif
// Convert to world space
vNormalWs.xyz = Vec3TsToWsNormalized( vNormalTs.xyz, vGeometricNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz );
}
#endif
//-----------//
// Roughness //
//-----------//
float2 vRoughness = float2( 0.6, 0.6 );// vNormalTexel.rb;
//#if ( S_HIGH_QUALITY_GLOSS )
//{
// float4 vGlossTexel = Tex2D( g_tGloss, i.vTextureCoords.xy );
// vRoughness.xy += vGlossTexel.ag;
//}
//#endif
// Reflectance and gloss
float3 vReflectance = float3( 0.0, 0.0, 0.0 );
float flGloss = 0.0;
#if ( S_SPECULAR_METALLIC )
{
float2 vMetallicGloss = MetallicGloss( i.vTextureCoords.xy );
float flOneMinusReflectivity;
float3 vSpecColor;
float3 diffColor = DiffuseAndSpecularFromMetallic( vAlbedo.rgb, vMetallicGloss.x, /*out*/ vSpecColor, /*out*/ flOneMinusReflectivity);
vAlbedo = diffColor.rgb;
vReflectance.rgb = vSpecColor.rgb;
flGloss = vMetallicGloss.y;
}
#elif ( S_SPECULAR_BLINNPHONG )
{
float4 vReflectanceGloss = SpecularGloss( i.vTextureCoords.xy );
vReflectanceGloss.rgb = ( vReflectanceGloss.rgb * g_flReflectanceScale.xxx ) + g_flReflectanceBias.xxx;
vReflectance.rgb = vReflectanceGloss.rgb;
flGloss = vReflectanceGloss.a;
}
#endif
vRoughness.xy = ( 1.0 - flGloss ).xx;
#if ( !S_SPECULAR_NONE )
{
vRoughness.xy = AdjustRoughnessByGeometricNormal( vRoughness.xy, vGeometricNormalWs.xyz );
}
#endif
//----------//
// Lighting //
//----------//
LightingTerms_t lightingTerms;
lightingTerms.vDiffuse.rgb = float3( 1.0, 1.0, 1.0 );
lightingTerms.vSpecular.rgb = float3( 0.0, 0.0, 0.0 );
lightingTerms.vIndirectDiffuse.rgb = float3( 0.0, 0.0, 0.0 );
lightingTerms.vIndirectSpecular.rgb = float3( 0.0, 0.0, 0.0 );
lightingTerms.vTransmissiveSunlight.rgb = float3( 0.0, 0.0, 0.0 );
float flFresnelExponent = 5.0;
float flMetalness = 0.0f;
#if ( !S_UNLIT )
{
float4 vLightmapUV = float4( 0.0, 0.0, 0.0, 0.0 );
#if ( S_OVERRIDE_LIGHTMAP || LIGHTMAP_ON || DYNAMICLIGHTMAP_ON )
{
vLightmapUV.xy = i.vLightmapUV.xy;
#if ( DYNAMICLIGHTMAP_ON )
{
vLightmapUV.zw = i.vLightmapUV.zw;
}
#endif
}
#endif
// Compute lighting
lightingTerms = ComputeLighting( i.vPositionWs.xyz, vNormalWs.xyz, vTangentUWs.xyz, vTangentVWs.xyz, vRoughness.xy, vReflectance.rgb, flFresnelExponent, vLightmapUV.xyzw );
#if ( S_OCCLUSION )
{
float flOcclusion = tex2D( _OcclusionMap, i.vTextureCoords.xy ).g;
lightingTerms.vDiffuse.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthDirectDiffuse );
lightingTerms.vSpecular.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthDirectSpecular );
lightingTerms.vIndirectDiffuse.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthIndirectDiffuse );
lightingTerms.vIndirectSpecular.rgb *= LerpOneTo( flOcclusion, _OcclusionStrength * _OcclusionStrengthIndirectSpecular );
}
#endif
}
#endif
// Diffuse
o.vColor.rgb = ( lightingTerms.vDiffuse.rgb + lightingTerms.vIndirectDiffuse.rgb ) * vAlbedo.rgb;
// Specular
#if ( !S_SPECULAR_NONE )
{
o.vColor.rgb += lightingTerms.vSpecular.rgb;
}
#endif
o.vColor.rgb += lightingTerms.vIndirectSpecular.rgb; // Indirect specular applies its own fresnel in the forward lighting header file
// Emission - Unity just adds the emissive term at the end instead of adding it to the diffuse lighting term. Artists may want both options.
float3 vEmission = Emission( i.vTextureCoords.xy );
o.vColor.rgb += vEmission.rgb;
#if ( D_HOLOGRAM_FX )
{
float flNoise =
0.35 * tex3D(g_tHologramNoise3D, 0.016 * i.vPositionWs.xyz + float3(0.756, 0.159, 0.871)).x +
0.25 * tex3D(g_tHologramNoise3D, 0.032 * i.vPositionWs.xyz + float3(0.147, 0.051, 0.273)).x +
0.20 * tex3D(g_tHologramNoise3D, 0.064 * i.vPositionWs.xyz + float3(0.230, 0.700, 0.809)).x +
0.15 * tex3D(g_tHologramNoise3D, 0.128 * i.vPositionWs.xyz + float3(0.938, 0.117, 0.952)).x +
0.05 * tex3D(g_tHologramNoise3D, 0.256 * i.vPositionWs.xyz + float3(0.867, 0.363, 0.502)).x;
float EDGE = 1.0;
float HEIGHT_BIAS = 4.0;
float flAvgColor = saturate( dot( float3( 0.3333333, 0.3333333, 0.3333333 ), o.vColor.rgb ) );
float3 vTransmissionRayWs = i.vPositionWs.xyz - g_vHologramTransmissionSource;
vTransmissionRayWs.y *= HEIGHT_BIAS;
float flTransmissionDistance = length( vTransmissionRayWs.xyz );
flTransmissionDistance -= g_flHologramTransmissionFrontier * 0.5 * ( flNoise + flAvgColor );
clip( g_flHologramTransmissionDistance - flTransmissionDistance );
float flEdgeAmount = saturate( EDGE * ( g_flHologramTransmissionDistance - flTransmissionDistance ) );
float3 vCyan = float3( 0.0, 1.0, 1.0 );
o.vColor.rgb = lerp( vCyan.rgb, o.vColor.rgb, flEdgeAmount );
}
#endif
// Dither to fix banding artifacts
o.vColor.rgb += ScreenSpaceDither( i.vPositionPs.xy );
return o;
}
ENDCG
}
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
// Extracts information for lightmapping, GI (emission, albedo, ...)
// This pass it not used during regular rendering.
//-------------------------------------------------------------------------------------------------------------------------------------------------------------
Pass
{
Name "META"
Tags { "LightMode"="Meta" }
Cull Off
CGPROGRAM
#pragma vertex vert_meta
#pragma fragment frag_meta
#pragma shader_feature _EMISSION
#pragma shader_feature _METALLICGLOSSMAP
#pragma shader_feature ___ _DETAIL_MULX2
#include "UnityStandardMeta.cginc"
ENDCG
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode" = "ShadowCaster" }
//Tags { "LightMode" = "ShadowCaster" }
ZWrite On
ZTest LEqual
ColorMask 0
Blend Off
Offset 2.5, 1 // http://docs.unity3d.com/Manual/SL-CullAndDepth.html
CGPROGRAM
#pragma target 4.0
//#pragma only_renderers d3d11
//#pragma multi_compile_shadowcaster
#pragma vertex MainVs
#pragma fragment MainPs
#include "UnityCG.cginc"
struct VertexInput
{
float4 vPositionOs : POSITION;
float3 vNormalOs : NORMAL;
};
struct VertexOutput
{
float4 vPositionPs : SV_POSITION;
};
float3 g_vLightDirWs = float3( 0.0, 0.0, 0.0 );
float2 GetShadowOffsets( float3 N, float3 L )
{
// From: Ignacio Castaño http://the-witness.net/news/2013/09/shadow-mapping-summary-part-1/
float cos_alpha = saturate( dot( N, L ) );
float offset_scale_N = sqrt( 1 - ( cos_alpha * cos_alpha ) ); // sin( acos( L·N ) )
float offset_scale_L = offset_scale_N / cos_alpha; // tan( acos( L·N ) )
return float2( offset_scale_N, min( 2.0, offset_scale_L ) );
}
VertexOutput MainVs( VertexInput i )
{
VertexOutput o;
//o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, i.vPositionOs.xyzw );
float3 vNormalWs = UnityObjectToWorldNormal( i.vNormalOs.xyz );
float3 vPositionWs = mul( unity_ObjectToWorld, i.vPositionOs.xyzw ).xyz;
float2 vShadowOffsets = GetShadowOffsets( vNormalWs.xyz, g_vLightDirWs.xyz );
vPositionWs.xyz -= vShadowOffsets.x * vNormalWs.xyz / 100;
vPositionWs.xyz += vShadowOffsets.y * g_vLightDirWs.xyz / 1000;
o.vPositionPs.xyzw = mul( UNITY_MATRIX_MVP, float4( mul( unity_WorldToObject, float4( vPositionWs.xyz, 1.0 ) ).xyz, 1.0 ) );
return o;
}
float4 MainPs( VertexOutput i ) : SV_Target
{
return float4( 0.0, 0.0, 0.0, 0.0 );
}
ENDCG
}
}
CustomEditor "ValveShaderGUI"
}