89 lines
3.1 KiB
Plaintext
89 lines
3.1 KiB
Plaintext
Shader "Unlit/SoftShadowMask"
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{
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SubShader
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{
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Pass
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{
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ZTest Always
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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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/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
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#pragma multi_compile _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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Varyings vert(uint vertexID: SV_VertexID)
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{
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Varyings o;
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o.vertex = GetFullScreenTriangleVertexPosition(vertexID);
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o.uv = GetFullScreenTriangleTexCoord(vertexID);
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return o;
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}
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float4 _Offset5[2];
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float4 _MaskSizeAndInvRenderSize;
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half GetDepth(float2 uv)
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{
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#if UNITY_REVERSED_Z
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float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv).r;
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#else
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float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_PointClamp, uv).r;
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deviceDepth = deviceDepth * 2.0 - 1.0;
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#endif
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return deviceDepth;
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}
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half frag(Varyings input) : SV_Target
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{
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float2 uv = input.uv;
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//Fetch shadow coordinates for cascade.
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float3 wpos = ComputeWorldSpacePosition(uv, GetDepth(uv), unity_MatrixInvVP);
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float4 coords = TransformWorldToShadowCoord(wpos);
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if(BEYOND_SHADOW_FAR(coords))
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{
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return 1;
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}
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half shadow = 0;
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float2 uv0 = input.uv;
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for (int i = 0; i < 2; ++i)
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{
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uv = uv0 + _Offset5[i].xy;
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wpos = ComputeWorldSpacePosition(uv, GetDepth(uv), unity_MatrixInvVP);
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coords = TransformWorldToShadowCoord(wpos);
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shadow += BEYOND_SHADOW_FAR(coords) ? 1 : SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_LinearClampCompare,
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coords.xyz);
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uv = uv0 + _Offset5[i].zw;
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wpos = ComputeWorldSpacePosition(uv, GetDepth(uv), unity_MatrixInvVP);
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coords = TransformWorldToShadowCoord(wpos);
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shadow += BEYOND_SHADOW_FAR(coords) ? 1 : SAMPLE_TEXTURE2D_SHADOW(_MainLightShadowmapTexture, sampler_LinearClampCompare,
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coords.xyz);
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}
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shadow *= 0.25f;
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return shadow;
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}
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ENDHLSL
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}
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}
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} |