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https://github.com/EsotericSoftware/spine-runtimes.git
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62 lines
1.6 KiB
HLSL
62 lines
1.6 KiB
HLSL
#ifndef SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED
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#define SPRITES_SHADOW_CASTER_PASS_URP_INCLUDED
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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float3 _LightDirection;
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struct AttributesSpine
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 vertexColor : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsSpine
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{
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float4 positionCS : SV_POSITION;
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float4 texcoordAndAlpha: TEXCOORD0;
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};
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float4 GetShadowPositionHClip(AttributesSpine input)
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{
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float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
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float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
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#if UNITY_REVERSED_Z
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positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#else
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positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
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#endif
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return positionCS;
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}
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VaryingsSpine ShadowPassVertexSprite(AttributesSpine input)
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{
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VaryingsSpine output;
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UNITY_SETUP_INSTANCE_ID(input);
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output.texcoordAndAlpha.xyz = float3(TRANSFORM_TEX(input.texcoord, _MainTex).xy, 0);
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output.positionCS = GetShadowPositionHClip(input);
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output.texcoordAndAlpha.a = input.vertexColor.a * _Color.a;
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return output;
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}
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#include "SpineCoreShaders/ShaderShared.cginc"
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half4 ShadowPassFragmentSprite(VaryingsSpine input) : SV_TARGET
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{
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fixed4 texureColor = calculateTexturePixel(input.texcoordAndAlpha.xy);
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clip(texureColor.a * input.texcoordAndAlpha.a - _ShadowAlphaCutoff);
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return 0;
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}
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#endif
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