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69 lines
2.1 KiB
69 lines
2.1 KiB
#ifndef SKELETONLIT_SHADOW_CASTER_PASS_URP_INCLUDED
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#define SKELETONLIT_SHADOW_CASTER_PASS_URP_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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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(float3 positionOS, half3 normalWS)
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{
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float3 positionWS = TransformObjectToWorld(positionOS);
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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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VaryingsSpine ShadowPassVertexSkeletonLit(AttributesSpine input)
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{
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VaryingsSpine output;
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UNITY_SETUP_INSTANCE_ID(input);
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output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
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half3 fixedNormalOS = half3(0, 0, -1);
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half3 normalWS = normalize(TransformObjectToWorldNormal(fixedNormalOS));
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#ifdef _DOUBLE_SIDED_LIGHTING
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// flip normal for shadow bias if necessary
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// unfortunately we have to compute the sign here in the vertex shader
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// instead of using VFACE in fragment shader stage.
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half3 viewDirWS = UNITY_MATRIX_V[2].xyz;
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half faceSign = sign(dot(viewDirWS, normalWS));
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normalWS *= faceSign;
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#endif
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output.positionCS = GetShadowPositionHClip(input.positionOS.xyz, normalWS);
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output.texcoordAndAlpha.a = input.vertexColor.a;
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return output;
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}
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half4 ShadowPassFragmentSkeletonLit(VaryingsSpine input) : SV_TARGET
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{
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fixed4 texureColor = tex2D(_MainTex, input.texcoordAndAlpha.xy);
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clip(texureColor.a * input.texcoordAndAlpha.a - _Cutoff);
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return 0;
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}
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#endif
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