#ifndef UNITY_STANDARD_SHADOW_INCLUDED #define UNITY_STANDARD_SHADOW_INCLUDED // NOTE: had to split shadow functions into separate file, // otherwise compiler gives trouble with LIGHTING_COORDS macro (in UnityStandardCore.cginc) #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #include "UnityStandardConfig.cginc" // Do dithering for alpha blended shadows on SM3+/desktop; // on lesser systems do simple alpha-tested shadows #if defined(_ALPHABLEND_ON) && !((SHADER_TARGET < 30) || defined (SHADER_API_MOBILE) || defined(SHADER_API_D3D11_9X) || defined (SHADER_API_PSP2) || defined (SHADER_API_PSM)) #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(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) #define UNITY_STANDARD_USE_SHADOW_UVS 1 #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(UNITY_STANDARD_USE_SHADOW_UVS) #define UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT 1 #endif half4 _Color; half _Cutoff2; sampler2D _MainTex; float4 _MainTex_ST; #ifdef UNITY_STANDARD_USE_DITHER_MASK sampler3D _DitherMaskLOD; #endif struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; }; #ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT struct VertexOutputShadowCaster { V2F_SHADOW_CASTER_NOPOS #if defined(UNITY_STANDARD_USE_SHADOW_UVS) float2 tex : TEXCOORD1; #endif }; #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 vertShadowCaster (VertexInput v, #ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT out VertexOutputShadowCaster o, #endif out float4 opos : SV_POSITION) { TRANSFER_SHADOW_CASTER_NOPOS(o, opos) #if defined(UNITY_STANDARD_USE_SHADOW_UVS) o.tex = TRANSFORM_TEX(v.uv0, _MainTex); #endif } half4 fragShadowCaster ( #ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT VertexOutputShadowCaster i #endif #ifdef UNITY_STANDARD_USE_DITHER_MASK , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { #if defined(UNITY_STANDARD_USE_SHADOW_UVS) half alpha = tex2D(_MainTex, i.tex).a; half alphaTest = _Cutoff2 * 0.5; clip (alpha - alphaTest); #if defined(_ALPHABLEND_ON) #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*0.25,alpha*_Color.a*0.9375)).a; clip (alphaRef - alphaTest); #endif // #ifdef UNITY_STANDARD_USE_DITHER_MASK #endif // #if defined(_ALPHABLEND_ON) #endif // #if defined(UNITY_STANDARD_USE_SHADOW_UVS) SHADOW_CASTER_FRAGMENT(i) } #endif // UNITY_STANDARD_SHADOW_INCLUDED