Files
YachtDice/Assets/Plugins/AllIn13DShader/Shaders/ShaderLibrary/AllIn13DShader_ShadowCasterPass.hlsl
T
2026-02-23 22:01:07 +07:00

78 lines
1.8 KiB
HLSL

#ifndef ALLIN13DSHADER_SHADOW_CASTER_PASS_INCLUDED
#define ALLIN13DSHADER_SHADOW_CASTER_PASS_INCLUDED
FragmentDataShadowCaster BasicVertexShadowCaster(VertexData v)
{
FragmentDataShadowCaster o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef _USE_CUSTOM_TIME
float3 shaderTime = allIn13DShader_globalTime.xyz + ACCESS_PROP_FLOAT(_TimingSeed);
#else
float3 shaderTime = _Time.xyz + ACCESS_PROP_FLOAT(_TimingSeed);
#endif
v.vertex = ApplyVertexEffects(v.vertex, v.normal, shaderTime);
float2 uv = v.uv;
uv = ApplyUVEffects_VertexStage(uv, o.positionWS, 0, shaderTime);
o.mainUV.xy = SIMPLE_CUSTOM_TRANSFORM_TEX(uv, _MainTex);
o.positionOS = v.vertex;
o.positionWS = GetPositionWS(v.vertex);
o.uv2 = v.uvLightmap;
o.shaderTime = shaderTime;
o.normalOS = v.normal;
o.normalWS = GetNormalWS(v.normal);
o = GetClipPosShadowCaster(v, o);
return o;
}
float4 BasicFragmentShadowCaster(FragmentDataShadowCaster i) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if !defined(_CAST_SHADOWS_ON)
#if defined(BIRP_PASS)
if (unity_LightShadowBias.z != 0.0) discard;
#else
discard;
#endif
#endif
EffectsData data = CalculateEffectsData_ShadowCaster(i);
data = ApplyUVEffects_FragmentStage(data);
float4 col = SAMPLE_TEX2D(_MainTex, i.mainUV.xy);
float camDistance = distance(i.positionWS, _WorldSpaceCameraPos);
float4 screenPos = ComputeScreenPos(i.pos);
col = ApplyAlphaEffects(col,
i.mainUV, i.uv2, data.vertexWS,
1.0, camDistance, screenPos);
col.a *= ACCESS_PROP_FLOAT(_GeneralAlpha);
float alphaClip = saturate(col.a);
#ifdef _ALPHA_CUTOFF_ON
alphaClip -= ACCESS_PROP_FLOAT(_AlphaCutoffValue);
#endif
clip(alphaClip - 0.001);
return 0;
}
#endif