94 lines
3.0 KiB
HLSL
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 |