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105 行
3.4 KiB

Shader "Hidden/LightweightPipeline/ScreenSpaceShadows"
{
SubShader
{
Tags{ "RenderPipeline" = "LightweightPipeline" }
HLSLINCLUDE
#pragma prefer_hlslcc gles
//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"
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
TEXTURE2D_ARRAY(_CameraDepthTexture);
#else
TEXTURE2D(_CameraDepthTexture);
#endif // defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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
UNITY_VERTEX_OUTPUT_STEREO
};
Interpolators Vertex(VertexInput i)
{
Interpolators o;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_TRANSFER_INSTANCE_ID(i, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = TransformObjectToHClip(i.vertex.xyz);
float4 projPos = o.pos * 0.5;
projPos.xy = projPos.xy + projPos.w;
o.texcoord.xy = UnityStereoTransformScreenSpaceTex(i.texcoord);
o.texcoord.zw = projPos.xy;
return o;
}
half4 Fragment(Interpolators i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
#if !defined(UNITY_STEREO_INSTANCING_ENABLED)
// Completely unclear why i.stereoTargetEyeIndex doesn't work here, considering
// this has to be correct in order for the texture array slices to be rasterized to
// We can limit this workaround to stereo instancing for now.
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#endif
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float deviceDepth = SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy, unity_StereoEyeIndex).r;
#else
float deviceDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy);
#endif
#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 = TransformWorldToShadowCoord(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
}
}
}