117 lines
3.6 KiB
HLSL
117 lines
3.6 KiB
HLSL
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#ifndef UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
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#define UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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//Advnaced Dissolve
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#include "AdvancedDissolve_Alpha.hlsl"
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// Shadow Casting Light geometric parameters. These variables are used when applying the shadow Normal Bias and are set by UnityEngine.Rendering.Universal.ShadowUtils.SetupShadowCasterConstantBuffer in com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
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// For Directional lights, _LightDirection is used when applying shadow Normal Bias.
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// For Spot lights and Point lights, _LightPosition is used to compute the actual light direction because it is different at each shadow caster geometry vertex.
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float3 _LightDirection;
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float3 _LightPosition;
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : 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 Varyings
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{
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float2 uv : TEXCOORD0;
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float4 positionCS : SV_POSITION;
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//Advanced Dissolve
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float3 positionOS : TEXCOORD1;
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float3 normalOS : TEXCOORD2;
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ADVANCED_DISSOLVE_UV(3)
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};
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float4 GetShadowPositionHClip(Attributes input)
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{
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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#if _CASTING_PUNCTUAL_LIGHT_SHADOW
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float3 lightDirectionWS = normalize(_LightPosition - positionWS);
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#else
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float3 lightDirectionWS = _LightDirection;
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#endif
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
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#endif
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return positionCS;
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}
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Varyings ShadowPassVertex(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
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#endif
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionCS = GetShadowPositionHClip(input);
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//Advanced Dissolve
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output.positionOS = input.positionOS.xyz;
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output.normalOS = input.normalOS;
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ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS)
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return output;
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}
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half4 ShadowPassFragment(Varyings input) : SV_TARGET
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{
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//Advanced Dissolve////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED)
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float4 dissolveBase = 0;
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#if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR)
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dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
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dissolveBase.rgb *= _BaseColor.rgb;
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#endif
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ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_OS(input, dissolveBase, input.positionOS, input.normalOS)
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#if !defined(_ALPHATEST_ON)
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AdvancedDissolveClip(cutoutSource);
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#endif
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#endif
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//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED)
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AdvancedDissolve_Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff, cutoutSource);
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#else
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
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#endif
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return 0;
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}
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#endif
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