rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Shaders/Universal/AdvancedDissolveShadowCaste...

117 lines
3.6 KiB
HLSL

#ifndef UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
#define UNIVERSAL_SHADOW_CASTER_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
//Advnaced Dissolve
#include "AdvancedDissolve_Alpha.hlsl"
// 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
// For Directional lights, _LightDirection is used when applying shadow Normal Bias.
// 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.
float3 _LightDirection;
float3 _LightPosition;
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float2 uv : TEXCOORD0;
float4 positionCS : SV_POSITION;
//Advanced Dissolve
float3 positionOS : TEXCOORD1;
float3 normalOS : TEXCOORD2;
ADVANCED_DISSOLVE_UV(3)
};
float4 GetShadowPositionHClip(Attributes input)
{
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
#endif
return positionCS;
}
Varyings ShadowPassVertex(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
#endif
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionCS = GetShadowPositionHClip(input);
//Advanced Dissolve
output.positionOS = input.positionOS.xyz;
output.normalOS = input.normalOS;
ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS)
return output;
}
half4 ShadowPassFragment(Varyings input) : SV_TARGET
{
//Advanced Dissolve////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if defined(_AD_STATE_ENABLED)
float4 dissolveBase = 0;
#if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR)
dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
dissolveBase.rgb *= _BaseColor.rgb;
#endif
ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_OS(input, dissolveBase, input.positionOS, input.normalOS)
#if !defined(_ALPHATEST_ON)
AdvancedDissolveClip(cutoutSource);
#endif
#endif
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if defined(_AD_STATE_ENABLED)
AdvancedDissolve_Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff, cutoutSource);
#else
Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
#endif
return 0;
}
#endif