#ifndef FLAT_LIT_TOON_SHADOWS_INCLUDED #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" // Do dithering for alpha blended shadows on SM3+/desktop; // on lesser systems do simple alpha-tested shadows #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) #if !((SHADER_TARGET < 30) || defined (SHADER_API_MOBILE) || defined(SHADER_API_D3D11_9X) || defined (SHADER_API_PSP2) || defined (SHADER_API_PSM)) #define UNITY_STANDARD_USE_DITHER_MASK 1 #endif #endif // Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it #if defined(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) #define UNITY_STANDARD_USE_SHADOW_UVS 1 #endif uniform float4 _Color; uniform float _Cutoff; uniform sampler2D _MainTex; uniform float4 _MainTex_ST; #ifdef UNITY_STANDARD_USE_DITHER_MASK uniform sampler3D _DitherMaskLOD; #endif struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; }; // Don't make the structure if it's empty (it's an error to have empty structs on some platforms...) #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) struct VertexOutputShadowCaster { V2F_SHADOW_CASTER_NOPOS // Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it #if defined(UNITY_STANDARD_USE_SHADOW_UVS) float2 tex : TEXCOORD1; #endif }; #endif // We have to do these dances of outputting SV_POSITION separately from the vertex shader, // and inputting VPOS in the pixel shader, since they both map to "POSITION" semantic on // some platforms, and then things don't go well. void vertShadowCaster(VertexInput v, #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) out VertexOutputShadowCaster o, #endif out float4 opos : SV_POSITION) { TRANSFER_SHADOW_CASTER_NOPOS(o, opos) #if defined(UNITY_STANDARD_USE_SHADOW_UVS) o.tex = TRANSFORM_TEX(v.uv0, _MainTex); #endif } half4 fragShadowCaster( #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) VertexOutputShadowCaster i #endif #ifdef UNITY_STANDARD_USE_DITHER_MASK , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { #if defined(UNITY_STANDARD_USE_SHADOW_UVS) half alpha = tex2D(_MainTex, i.tex).a * _Color.a; #if defined(_ALPHATEST_ON) clip(alpha - _Cutoff); #endif #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON) #if defined(UNITY_STANDARD_USE_DITHER_MASK) // Use dither mask for alpha blended shadows, based on pixel position xy // and alpha level. Our dither texture is 4x4x16. half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,alpha*0.9375)).a; clip(alphaRef - 0.01); #else clip(alpha - _Cutoff); #endif #endif #endif SHADOW_CASTER_FRAGMENT(i) } #endif