64 lines
1.7 KiB
Plaintext
64 lines
1.7 KiB
Plaintext
Shader "Hidden/VolumetricLights/CopyDepthIntoCubemap"
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{
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Properties
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{
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}
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SubShader
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Pass
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{
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HLSLPROGRAM
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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TEXTURE2D(_ShadowTexture);
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SAMPLER(sampler_ShadowTexture);
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float3 _LightPos;
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float4x4 _I_VP_Matrix;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.pos = TransformObjectToHClip(v.vertex.xyz);
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o.uv = v.uv;
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o.uv.y = 1.0 - o.uv.y;
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return o;
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}
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#define dot2(x) dot(x,x)
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float4 frag (v2f i) : SV_Target
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{
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float rawDepth = SAMPLE_DEPTH_TEXTURE(_ShadowTexture, sampler_ShadowTexture, i.uv);
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float4 positionCS = ComputeClipSpacePosition(i.uv, rawDepth);
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float4 hpositionWS = mul(_I_VP_Matrix, positionCS);
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float3 wpos = hpositionWS.xyz / hpositionWS.w;
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return dot2(wpos - _LightPos);
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}
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ENDHLSL
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}
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}
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}
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