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