/* * The MIT License * * Copyright 2018-2021 whiteflare. * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef INC_UNLIT_WF_UNTOON_SHADOWCASTER #define INC_UNLIT_WF_UNTOON_SHADOWCASTER //////////////////////////// // uniform variable //////////////////////////// #include "WF_INPUT_UnToon.cginc" //////////////////////////// // main structure //////////////////////////// struct v2f_shadow { V2F_SHADOW_CASTER; float2 uv : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; //////////////////////////// // UnToon function //////////////////////////// #include "WF_UnToon_Function.cginc" //////////////////////////// // vertex&fragment shader //////////////////////////// v2f_shadow vert_shadow(appdata_base v) { v2f_shadow o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f_shadow, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) if (TGL_OFF(_GL_CastShadow)) { // 無効化 o.pos = UnityObjectToClipPos( float3(0, 0, 0) ); } o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); UNITY_TRANSFER_INSTANCE_ID(v, o); return o; } float4 frag_shadow_caster(v2f_shadow i) { SHADOW_CASTER_FRAGMENT(i) } float4 frag_shadow(v2f_shadow i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); if (TGL_OFF(_GL_CastShadow)) { discard; return float4(0, 0, 0, 0); } // アルファ計算 #ifdef _AL_ENABLE float4 color = PICK_MAIN_TEX2D(_MainTex, i.uv) * _Color; affectAlphaMask(i.uv, color); if (color.a < 0.5) { discard; return float4(0, 0, 0, 0); } #endif return frag_shadow_caster(i); } float4 frag_shadow_hidden(v2f_shadow i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); discard; return float4(0, 0, 0, 0); } #endif