mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
88 lines
2.7 KiB
HLSL
88 lines
2.7 KiB
HLSL
// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Shadow.cginc
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/// @brief Forward shadow pass vertex & fragment shaders.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_FORWARD_SHADOW_CGINC
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#define ALLOY_SHADERS_FORWARD_SHADOW_CGINC
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// Do dithering for alpha blended shadows on SM3+/desktop;
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// on lesser systems do simple alpha-tested shadows
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#if defined(A_ALPHA_BLENDING_ON) && defined(UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS)
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#define UNITY_STANDARD_USE_DITHER_MASK 1
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#endif
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// Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it
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#if !defined(INSTANCING_ON) && !defined(A_OPACITY_MASK_ON) && !defined(_ALPHATEST_ON) && !defined(A_ALPHA_BLENDING_ON)
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#define A_SURFACE_SHADER_OFF
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#endif
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// Has a non-empty shadow caster output struct (it's an error to have empty structs on some platforms...)
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#if defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) && defined(A_SURFACE_SHADER_OFF)
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#define A_VERTEX_TO_FRAGMENT_OFF
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#endif
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#define A_TESSELLATION_PASS
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#define A_INSTANCING_PASS
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#ifdef UNITY_STEREO_INSTANCING_ENABLED
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#define A_STEREO_INSTANCING_PASS
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#endif
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#define A_FORWARD_TEXCOORD0 V2F_SHADOW_CASTER_NOPOS
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#include "Assets/Alloy/Shaders/Framework/Forward.cginc"
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#ifdef UNITY_STANDARD_USE_DITHER_MASK
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sampler3D _DitherMaskLOD;
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#endif
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// We have to do these dances of outputting SV_POSITION separately from the vertex shader,
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// and inputting VPOS in the pixel shader, since they both map to "POSITION" semantic on
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// some platforms, and then things don't go well.
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void aMainVertexShader(
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AVertexInput v,
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#ifndef A_VERTEX_TO_FRAGMENT_OFF
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out AFragmentInput o,
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#endif
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out float4 opos : SV_POSITION)
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{
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#ifndef A_SURFACE_SHADER_OFF
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aForwardVertexShader(v, o, opos);
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#endif
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TRANSFER_SHADOW_CASTER_NOPOS(o, opos) // Implicitly expects 'v' parameter.
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}
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half4 aMainFragmentShader(
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#ifndef A_VERTEX_TO_FRAGMENT_OFF
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AFragmentInput i
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#endif
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#ifdef UNITY_STANDARD_USE_DITHER_MASK
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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#ifndef A_VERTEX_TO_FRAGMENT_OFF
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A_FACING_SIGN_PARAM
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#endif
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) : SV_Target
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{
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#ifndef A_SURFACE_SHADER_OFF
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ASurface s = aForwardSurface(i, A_FACING_SIGN);
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#ifdef UNITY_STANDARD_USE_DITHER_MASK
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// Use dither mask for alpha blended shadows, based on pixel position xy
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// and alpha level. Our dither texture is 4x4x16.
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half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy * 0.25f, s.opacity * 0.9375f)).a;
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clip(alphaRef - 0.01h);
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#endif
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#endif
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SHADOW_CASTER_FRAGMENT(i)
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}
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#endif // ALLOY_SHADERS_FORWARD_SHADOW_CGINC
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