96 lines
2.4 KiB
Plaintext
96 lines
2.4 KiB
Plaintext
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct v2f {
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vec4 pos;
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vec2 uv;
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vec3 ray;
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};
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struct appdata {
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vec4 vertex;
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vec2 texcoord;
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vec3 texcoord1;
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};
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uniform sampler2D _CameraDepthTexture;
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uniform vec4 _LightShadowData;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightSplitsNear;
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uniform sampler2D _ShadowMapTexture;
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uniform mat4 _View2Shadow;
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uniform mat4 _View2Shadow1;
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uniform mat4 _View2Shadow2;
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uniform mat4 _View2Shadow3;
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uniform vec4 _ZBufferParams;
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float unitySampleShadow( in vec4 eyePos );
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float Linear01Depth( in float z );
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vec2 EncodeFloatRG( in float v );
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vec4 frag( in v2f i );
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float unitySampleShadow( in vec4 eyePos ) {
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vec3 sc0;
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vec3 sc1;
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vec3 sc2;
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vec3 sc3;
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float z;
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vec4 near;
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vec4 far;
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vec4 weights;
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vec4 coord;
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float shadow;
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sc0 = ( _View2Shadow * eyePos ).xyz ;
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sc1 = ( _View2Shadow1 * eyePos ).xyz ;
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sc2 = ( _View2Shadow2 * eyePos ).xyz ;
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sc3 = ( _View2Shadow3 * eyePos ).xyz ;
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z = eyePos.z ;
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near = vec4( greaterThanEqual( vec4( z ), _LightSplitsNear) );
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far = vec4( lessThan( vec4( z ), _LightSplitsFar) );
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weights = (near * far);
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coord = vec4( ((((sc0 * weights.x ) + (sc1 * weights.y )) + (sc2 * weights.z )) + (sc3 * weights.w )), 1.00000);
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shadow = ( (texture2D( _ShadowMapTexture, coord.xy ).x < coord.z ) ) ? ( _LightShadowData.x ) : ( 1.00000 );
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return shadow;
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}
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float Linear01Depth( in float z ) {
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return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
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}
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vec2 EncodeFloatRG( in float v ) {
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vec2 kEncodeMul = vec2( 1.00000, 255.000);
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float kEncodeBit = 0.00392157;
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vec2 enc;
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enc = (kEncodeMul * v);
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enc = fract( enc );
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enc.x -= (enc.y * kEncodeBit);
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return enc;
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}
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vec4 frag( in v2f i ) {
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float depth;
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vec4 vpos;
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float shadow;
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vec4 res;
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depth = texture2D( _CameraDepthTexture, i.uv).x ;
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depth = Linear01Depth( depth);
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vpos = vec4( (i.ray * depth), 1.00000);
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shadow = unitySampleShadow( vpos);
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res.x = shadow;
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res.y = 1.00000;
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res.zw = EncodeFloatRG( (1.00000 - depth));
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return res;
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xlt_i.ray = vec3( gl_TexCoord[1]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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