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39 lines
1.0 KiB
39 lines
1.0 KiB
#ifndef COMMON_SHADOW_CASTER_PASS_URP_INCLUDED
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#define COMMON_SHADOW_CASTER_PASS_URP_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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float3 _LightDirection;
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struct AttributesSpine
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 vertexColor : COLOR;
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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 VaryingsSpine
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{
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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};
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float4 GetShadowPositionHClip(AttributesSpine 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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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return positionCS;
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}
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#endif
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