Shader "Hidden/ScriptableRenderPipeline/ShadowBlit" { HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" ENDHLSL SubShader { Pass { Name "BlitShadows" ZTest Always Cull Off ZWrite On HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; TEXTURE2D(_CachedShadowmapAtlas); float4 _BlitScaleBias; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw; return output; } float Frag(Varyings input) : SV_Depth { return SAMPLE_TEXTURE2D_LOD(_CachedShadowmapAtlas, s_point_clamp_sampler, input.texcoord.xy, 0).x; } ENDHLSL } } Fallback Off }