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- Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows"
- {
- SubShader
- {
- Tags{ "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
- HLSLINCLUDE
- // Note: Screenspace shadow resolve is only performed when shadow cascades are enabled
- // Shadow cascades require cascade index and shadowCoord to be computed on pixel.
- #define _MAIN_LIGHT_SHADOWS_CASCADE
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
- //Keep compiler quiet about Shadows.hlsl.
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
- #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
- TEXTURE2D_ARRAY_FLOAT(_CameraDepthTexture);
- #else
- TEXTURE2D_FLOAT(_CameraDepthTexture);
- #endif
- SAMPLER(sampler_CameraDepthTexture);
- struct Attributes
- {
- float4 positionOS : POSITION;
- float2 texcoord : TEXCOORD0;
- UNITY_VERTEX_INPUT_INSTANCE_ID
- };
- struct Varyings
- {
- half4 positionCS : SV_POSITION;
- half4 uv : TEXCOORD0;
- UNITY_VERTEX_OUTPUT_STEREO
- };
- Varyings Vertex(Attributes input)
- {
- Varyings output;
- UNITY_SETUP_INSTANCE_ID(input);
- UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
- output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
- float4 projPos = output.positionCS * 0.5;
- projPos.xy = projPos.xy + projPos.w;
- output.uv.xy = UnityStereoTransformScreenSpaceTex(input.texcoord);
- output.uv.zw = projPos.xy;
- return output;
- }
- half4 Fragment(Varyings input) : SV_Target
- {
- UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- float deviceDepth = SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, input.uv.xy).r;
- #if UNITY_REVERSED_Z
- deviceDepth = 1 - deviceDepth;
- #endif
- deviceDepth = 2 * deviceDepth - 1; //NOTE: Currently must massage depth before computing CS position.
- float3 vpos = ComputeViewSpacePosition(input.uv.zw, deviceDepth, unity_CameraInvProjection);
- float3 wpos = mul(unity_CameraToWorld, float4(vpos, 1)).xyz;
- //Fetch shadow coordinates for cascade.
- float4 coords = TransformWorldToShadowCoord(wpos);
- // Screenspace shadowmap is only used for directional lights which use orthogonal projection.
- ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
- half4 shadowParams = GetMainLightShadowParams();
- return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), coords, shadowSamplingData, shadowParams, false);
- }
- ENDHLSL
- Pass
- {
- Name "ScreenSpaceShadows"
- ZTest Always
- ZWrite Off
- Cull Off
- HLSLPROGRAM
- #pragma multi_compile _MAIN_LIGHT_SHADOWS
- #pragma multi_compile _ _SHADOWS_SOFT
- #pragma vertex Vertex
- #pragma fragment Fragment
- ENDHLSL
- }
- }
- }
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