avatar/Assets/Unlit_WF_ShaderSuite/Shaders/WF_UnToon_ShadowCaster.cginc

102 lines
3.2 KiB
HLSL

/*
* 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