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UDRIGEEKCup2024/Assets/MobileARTemplateAssets/Shaders/URPShadowReceiver.shader
2024-04-05 11:33:14 -04:00

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Shader "URP Shadow Receiver"
{
Properties
{
_ShadowColor ("Shadow Color", Color) = (0.35, 0.4, 0.45, 1.0)
}
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent-1"
}
Pass
{
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
Blend DstColor Zero, Zero One
Cull Back
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _SHADOWS_SOFT
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
CBUFFER_END
struct Attributes
{
half4 positionOS : POSITION;
};
struct Varyings
{
half4 positionCS : SV_POSITION;
half3 positionWS : TEXCOORD0;
};
Varyings vert(Attributes input)
{
Varyings output;
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
half4 frag(Varyings input) : SV_Target
{
half4 color = half4(1, 1, 1, 1);
#if (defined(_MAIN_LIGHT_SHADOWS) || defined(_MAIN_LIGHT_SHADOWS_CASCADE) || defined(_MAIN_LIGHT_SHADOWS_SCREEN))
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = input.positionWS;
float4 shadowCoord = GetShadowCoord(vertexInput);
half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
color = lerp(half4(1, 1, 1, 1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a);
#endif
return color;
}
ENDHLSL
}
}
}