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- #ifndef UNITY_COMMON_SHADOW_INCLUDED
- #define UNITY_COMMON_SHADOW_INCLUDED
- // Ref: https://mynameismjp.wordpress.com/2015/02/18/shadow-sample-update/
- // Calculates the offset to use for sampling the shadow map, based on the surface normal
- real3 GetShadowPosOffset(real NdotL, real3 normalWS, real2 invShadowMapSize)
- {
- real texelSize = 2.0 * invShadowMapSize.x;
- real offsetScaleNormalize = saturate(1.0 - NdotL);
- // return texelSize * OffsetScale * offsetScaleNormalize * normalWS;
- return texelSize * offsetScaleNormalize * normalWS;
- }
- #endif // UNITY_COMMON_SHADOW_INCLUDED
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