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@phi-lira
Created April 30, 2020 08:28
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Unlit Texture + Realtime Shadows shader
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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ghost commented May 16, 2020

I'm looking forward to it after shadow pass compatible with srp.

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