Created
April 30, 2020 08:28
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Unlit Texture + Realtime Shadows shader
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Shader "Universal Render Pipeline/Custom/UnlitTextureShadows" | |
{ | |
Properties | |
{ | |
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) | |
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalRenderPipeline"} | |
Pass | |
{ | |
Tags { "LightMode"="UniversalForward" } | |
HLSLPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// ------------------------------------- | |
// Universal Render Pipeline keywords | |
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS | |
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE | |
#pragma multi_compile _ _SHADOWS_SOFT | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | |
struct Attributes | |
{ | |
float4 positionOS : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct Varyings | |
{ | |
float2 uv : TEXCOORD0; | |
float3 positionWS : TEXCOORD1; | |
float4 positionHCS : SV_POSITION; | |
}; | |
TEXTURE2D(_BaseMap); | |
SAMPLER(sampler_BaseMap); | |
CBUFFER_START(UnityPerMaterial) | |
float4 _BaseMap_ST; | |
half4 _BaseColor; | |
CBUFFER_END | |
Varyings vert(Attributes IN) | |
{ | |
Varyings OUT; | |
// GetVertexPositionInputs computes position in different spaces (ViewSpace, WorldSpace, Homogeneous Clip Space) | |
VertexPositionInputs positionInputs = GetVertexPositionInputs(IN.positionOS.xyz); | |
OUT.positionHCS = positionInputs.positionCS; | |
OUT.positionWS = positionInputs.positionWS; | |
OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); | |
return OUT; | |
} | |
half4 frag(Varyings IN) : SV_Target | |
{ | |
// shadowCoord is position in shadow light space | |
float4 shadowCoord = TransformWorldToShadowCoord(IN.positionWS); | |
Light mainLight = GetMainLight(shadowCoord); | |
half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv) * _BaseColor; | |
color *= mainLight.shadowAttenuation; | |
return color; | |
} | |
ENDHLSL | |
} | |
// Used for rendering shadowmaps | |
// TODO: there's one issue with adding this UsePass here, it won't make this shader compatible with SRP Batcher | |
// as the ShadowCaster pass from Lit shader is using a different UnityPerMaterial CBUFFER. | |
// Maybe we should add a DECLARE_PASS macro that allows to user to inform the UnityPerMaterial CBUFFER to use? | |
UsePass "Universal Render Pipeline/Lit/ShadowCaster" | |
} | |
} |
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I'm looking forward to it after shadow pass compatible with srp.