85 lines
3.2 KiB
Plaintext
85 lines
3.2 KiB
Plaintext
Shader "Hidden/HDRP/ScreenSpaceShadows"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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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/CommonLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float depth = LoadCameraDepth(input.positionCS.xy);
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if (depth == UNITY_RAW_FAR_CLIP_VALUE)
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return 1.0f;
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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// Init shadow context
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LightLoopContext context;
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context.shadowContext = InitShadowContext();
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// Get directional light data. By definition we only have one directional light casting shadow
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DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
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float3 L = -light.forward;
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// We also need the normal
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NormalData normalData;
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DecodeFromNormalBuffer(posInput.positionSS.xy, normalData);
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float3 normalWS = normalData.normalWS;
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// Note: we use shading normal here and not GetNormalForShadowBias() as it is not available
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return GetDirectionalShadowAttenuation(context.shadowContext, posInput.positionSS.xy, posInput.positionWS, normalWS, _DirectionalShadowIndex, L);
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite Off ZTest Off Blend Off 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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ENDHLSL
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}
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}
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Fallback Off
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}
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