1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200
| Shader "HHF/Tutorial/Shadow" { SubShader { Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"} pass { HLSLPROGRAM #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS #pragma multi_compile _ _SHADOWS_SOFT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct appdata { float4 vertex:POSITION; half3 normal:NORMAL; };
struct v2f { float4 positionCS:SV_POSITION; float4 positionWS:TEXCOORD0;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD1; #endif };
v2f vert(appdata v) { v2f o = (v2f)0; o.positionWS = mul(unity_ObjectToWorld, v.vertex); o.positionCS = mul(UNITY_MATRIX_VP, o.positionWS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.shadowCoord = GetShadowCoord(vertexInput); #endif
return o; }
half4 frag(v2f i):SV_TARGET { half4 c = 0;
InputData inputData; inputData.positionWS = i.positionWS.xyz;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = i.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif Light mainLight = GetMainLight(inputData.shadowCoord); half3 attenuatedLightColor = mainLight.color * (mainLight.distanceAttenuation * mainLight.shadowAttenuation);
c.rgb += attenuatedLightColor;
return c; }
ENDHLSL } Pass { Name "ShadowCaster" Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual ColorMask 0 Cull[_Cull]
HLSLPROGRAM #pragma exclude_renderers gles gles3 glcore #pragma target 4.5
#pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex ShadowPassVertex #pragma fragment ShadowPassFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl" ENDHLSL } } SubShader { Tags { "RenderType"="Opaque" "LightMode"="ForwardBase" } pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #include "UnityCG.cginc" #include "Lighting.cginc" #include "AutoLight.cginc"
struct appdata { float4 vertex:POSITION; half3 normal:NORMAL; };
struct v2f { float4 pos:SV_POSITION; float4 worldPos:TEXCOORD0; float3 normalWS : TEXCOORD1;
UNITY_SHADOW_COORDS(3) };
v2f vert(appdata v) { v2f o = (v2f)0; o.worldPos = mul(unity_ObjectToWorld, v.vertex); o.pos = mul(UNITY_MATRIX_VP, o.worldPos);
TRANSFER_SHADOW(o) return o; }
fixed4 frag(v2f i):SV_TARGET { fixed4 c = 0;
UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos)
c += atten;
return c; }
ENDCG }
pass { Tags {"LightMode" = "ShadowCaster"} CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_shadowcaster #include "UnityCG.cginc"
struct appdata { float4 vertex:POSITION; half3 normal:NORMAL; };
struct v2f { V2F_SHADOW_CASTER; };
v2f vert(appdata v) { v2f o = (v2f)0; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; }
fixed4 frag(v2f i):SV_TARGET { SHADOW_CASTER_FRAGMENT(i) } ENDCG } } }
|