101 lines
3.0 KiB
Plaintext
101 lines
3.0 KiB
Plaintext
Shader "Imagine/ARShadowURP"
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{
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Properties
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{
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_ShadowIntensity ("Intensity", Range (0, 1)) = 0.75
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}
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SubShader
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{
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PackageRequirements
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{
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"com.unity.render-pipelines.universal": "12.1.6"
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}
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Tags
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{
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"RenderPipeline"="UniversalPipeline"
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"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
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}
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode" = "UniversalForward" }
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//Blend DstColor Zero, Zero One
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Back
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//ZTest LEqual
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//ZWrite Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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//#pragma prefer_hlslcc gles
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//#pragma exclude_renderers d3d11_9x
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//#pragma target 2.0
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile_fog
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float _ShadowIntensity;
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CBUFFER_END
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struct Attributes
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{
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float4 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 positionWS : TEXCOORD0;
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float fogCoord : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert (Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.positionCS = vertexInput.positionCS;
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output.positionWS = vertexInput.positionWS;
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output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
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return output;
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}
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half4 frag (Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half4 color = half4(1,1,1,1);
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VertexPositionInputs vertexInput = (VertexPositionInputs)0;
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vertexInput.positionWS = input.positionWS;
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float4 shadowCoord = GetShadowCoord(vertexInput);
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half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
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return half4(0,0,0, (1-shadowAttenutation) * _ShadowIntensity);
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}
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ENDHLSL
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}
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}
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} |