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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Forward/Shadow.cginc
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2022-01-22 20:13:49 -08:00

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HLSL

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