testss
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Shader "Hidden/ShadowGroup2D"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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_ShadowStencilGroup("__ShadowStencilGroup", Float) = 1.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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Cull Off
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BlendOp Add
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Blend One One
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ZWrite Off
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Pass
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{
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Stencil
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{
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Ref [_ShadowStencilGroup]
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Comp NotEqual
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Pass Replace
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Fail Keep
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float3 vertex : POSITION;
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float4 tangent: TANGENT;
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float2 uv : TEXCOORD0;
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float4 extrusion : COLOR;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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uniform float3 _LightPos;
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uniform float _ShadowRadius;
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Varyings vert (Attributes v)
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{
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Varyings o;
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float3 vertexWS = TransformObjectToWorld(v.vertex); // This should be in world space
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float3 lightDir = _LightPos - vertexWS;
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lightDir.z = 0;
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// Start of code to see if this point should be extruded
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float3 lightDirection = normalize(lightDir);
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float3 endpoint = vertexWS + (_ShadowRadius * -lightDirection);
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float3 worldTangent = TransformObjectToWorldDir(v.tangent.xyz);
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float sharedShadowTest = saturate(ceil(dot(lightDirection, worldTangent)));
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// Start of code to calculate offset
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float3 vertexWS0 = TransformObjectToWorld(float3(v.extrusion.xy, 0));
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float3 vertexWS1 = TransformObjectToWorld(float3(v.extrusion.zw, 0));
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float3 shadowDir0 = vertexWS0 - _LightPos;
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shadowDir0.z = 0;
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shadowDir0 = normalize(shadowDir0);
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float3 shadowDir1 = vertexWS1 -_LightPos;
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shadowDir1.z = 0;
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shadowDir1 = normalize(shadowDir1);
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float3 shadowDir = normalize(shadowDir0 + shadowDir1);
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float3 sharedShadowOffset = sharedShadowTest * _ShadowRadius * shadowDir;
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float3 position;
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position = vertexWS + sharedShadowOffset;
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o.vertex = TransformWorldToHClip(position);
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// RGB - R is shadow value (to support soft shadows), G is Self Shadow Mask, B is No Shadow Mask
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o.color = 1; // v.color;
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o.color.g = 0.5;
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o.color.b = 0;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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float4 frag (Varyings i) : SV_Target
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{
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float4 main = tex2D(_MainTex, i.uv);
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float4 col = i.color;
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col.g = main.a * col.g;
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return col;
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}
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ENDHLSL
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}
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Pass
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{
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Stencil
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{
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Ref [_ShadowStencilGroup]
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Comp NotEqual
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Pass Replace
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Fail Keep
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}
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float3 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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Varyings vert (Attributes v)
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{
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Varyings o;
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o.vertex = TransformObjectToHClip(v.vertex);
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// RGB - R is shadow value (to support soft shadows), G is Self Shadow Mask, B is No Shadow Mask
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o.color = 1;
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o.color.g = 0.5;
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o.color.b = 1;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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half4 frag (Varyings i) : SV_Target
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{
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half4 main = tex2D(_MainTex, i.uv);
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half4 color = i.color;
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color.b = 1 - main.a;
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return color;
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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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