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PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Shaders/2D/ShadowGroup2D.shader
2021-06-13 10:28:03 +02:00

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