95 lines
3.2 KiB
HLSL
Executable file
95 lines
3.2 KiB
HLSL
Executable file
#ifndef SHADOW_FRAG
|
|
#define SHADOW_FRAG
|
|
|
|
float2 _MainDistanceFade;
|
|
float _ForceOpaque;
|
|
float _MainShadowClipMod;
|
|
float2 _AlphaMaskPan;
|
|
uint _AlphaMaskUV;
|
|
float _AlphaMod;
|
|
|
|
#ifdef TRANSPARENT
|
|
sampler3D _DitherMaskLOD;
|
|
#endif
|
|
|
|
half4 fragShadowCaster(
|
|
#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)
|
|
V2FShadow i
|
|
#endif
|
|
): SV_Target
|
|
{
|
|
_Clip = clamp(_Clip + _MainShadowClipMod, - .001, 1.001);
|
|
float2 uv[4] = {
|
|
i.uv, i.uv1, i.uv2, i.uv3,
|
|
};
|
|
|
|
#ifdef POI_MIRROR
|
|
applyMirrorRenderFrag();
|
|
#endif
|
|
|
|
#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
|
|
|
|
half alpha = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(i.uv, _MainTex)).a;
|
|
|
|
|
|
|
|
UNITY_BRANCH
|
|
if (_EnableMirrorTexture)
|
|
{
|
|
if(IsInMirror())
|
|
{
|
|
alpha = UNITY_SAMPLE_TEX2D_SAMPLER(_MirrorTexture, _MainTex, TRANSFORM_TEX(i.uv, _MirrorTexture)).a;
|
|
}
|
|
}
|
|
|
|
|
|
alpha *= smoothstep(_MainDistanceFade.x, _MainDistanceFade.y, distance(i.modelPos, _WorldSpaceCameraPos));
|
|
half alphaMask = POI2D_PAN(_AlphaMask, uv[_AlphaMaskUV], _AlphaMaskPan);
|
|
alpha *= alphaMask;
|
|
alpha *= _Color.a;
|
|
alpha += _AlphaMod;
|
|
alpha = saturate(alpha);
|
|
|
|
#ifdef OPAQUE
|
|
alpha = 1;
|
|
#endif
|
|
|
|
clip(alpha - 0.01);
|
|
|
|
#if defined(CUTOUT)
|
|
applyShadowDithering(alpha, calcScreenUVs(i.grabPos).xy);
|
|
#endif
|
|
|
|
#ifdef POI_DISSOLVE
|
|
alpha *= calculateShadowDissolveAlpha(i.worldPos, i.localPos, i.uv);
|
|
#endif
|
|
|
|
#ifdef POI_RANDOM
|
|
alpha *= i.angleAlpha;
|
|
#endif
|
|
|
|
#if defined(CUTOUT) || defined(TRANSPARENT)
|
|
#ifndef SIMPLE
|
|
applySpawnInShadow(uv[0], i.localPos);
|
|
#endif
|
|
#if defined(POI_FLIPBOOK)
|
|
alpha *= applyFlipbookAlphaToShadow(uv[_FlipbookTexArrayUV]);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(CUTOUT)
|
|
#ifndef SIMPLE
|
|
clip(alpha - _Clip);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(TRANSPARENT)
|
|
float dither = tex3D(_DitherMaskLOD, float3(i.pos.xy * .25, alpha * 0.9375)).a;
|
|
clip(dither - 0.01);
|
|
#endif
|
|
|
|
#endif
|
|
SHADOW_CASTER_FRAGMENT(i)
|
|
}
|
|
|
|
#endif |