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