2025-04-25 21:14:54 +09:00

94 lines
3.0 KiB
HLSL

#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