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Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows"
{
SubShader
{
Tags{ "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
HLSLINCLUDE
//Keep compiler quiet about Shadows.hlsl.
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
// Core.hlsl for XR dependencies
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
half4 Fragment(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if defined(_SCREEN_SPACE_SHADOW_LOW_RESOLUTION)
float4 depths = GATHER_RED_TEXTURE2D(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy);
#if !defined(UNITY_REVERSED_Z)
depths = depths * 2.0 - 1.0;
#endif
half shadow = 0;
for (int i = 0; i < 4; ++i)
{
float depth = depths[i];
float3 wpos = ComputeWorldSpacePosition(input.texcoord.xy, depth, unity_MatrixInvVP);
float4 coords = TransformWorldToShadowCoord(wpos);
shadow += SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_LinearClampCompare, coords.xyz );
}
return shadow * 0.25;
#else
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#if UNITY_REVERSED_Z
float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy).r;
#else
float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, input.texcoord.xy).r;
deviceDepth = deviceDepth * 2.0 - 1.0;
#endif
//Fetch shadow coordinates for cascade.
float3 wpos = ComputeWorldSpacePosition(input.texcoord.xy, deviceDepth, unity_MatrixInvVP);
float4 coords = TransformWorldToShadowCoord(wpos);
// Screenspace shadowmap is only used for directional lights which use orthogonal projection.
half realtimeShadow = MainLightRealtimeShadow(coords);
return realtimeShadow;
#endif
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}
ENDHLSL
Pass
{
Name "ScreenSpaceShadows"
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_SHADOW_LOW_RESOLUTION
#pragma target 5.0
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#pragma vertex Vert
#pragma fragment Fragment
ENDHLSL
}
}
}