源码 / Ch20/ShadowDepthPasses.hlsl
Ch20/ShadowDepthPasses.hlsl
// 第 20 章地形 Shader 共用的 ShadowCaster / DepthOnly / DepthNormals 顶点与片元函数(无顶点变形、无 Alpha 裁剪) // 使用方:先定义好自己的 UnityPerMaterial CBUFFER,再 include 本文件。 #ifndef COOKBOOK_CH20_SHADOW_DEPTH_INCLUDED #define COOKBOOK_CH20_SHADOW_DEPTH_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" // Shadows.hlsl 用到其中的 LerpWhiteTo #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" float3 _LightDirection; float3 _LightPosition; struct ShadowDepthAttributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct ShadowDepthVaryings { float4 positionCS : SV_POSITION; half3 normalWS : TEXCOORD0; }; ShadowDepthVaryings Ch20ShadowVert(ShadowDepthAttributes input) { ShadowDepthVaryings o = (ShadowDepthVaryings)0; UNITY_SETUP_INSTANCE_ID(input); float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif o.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); #if UNITY_REVERSED_Z o.positionCS.z = min(o.positionCS.z, UNITY_NEAR_CLIP_VALUE); #else o.positionCS.z = max(o.positionCS.z, UNITY_NEAR_CLIP_VALUE); #endif return o; } ShadowDepthVaryings Ch20DepthVert(ShadowDepthAttributes input) { ShadowDepthVaryings o = (ShadowDepthVaryings)0; UNITY_SETUP_INSTANCE_ID(input); o.positionCS = TransformObjectToHClip(input.positionOS.xyz); o.normalWS = TransformObjectToWorldNormal(input.normalOS); return o; } half4 Ch20EmptyFrag(ShadowDepthVaryings input) : SV_Target { return 0; } half4 Ch20DepthNormalsFrag(ShadowDepthVaryings input) : SV_Target { // URP 14 的 _CameraNormalsTexture 存的是归一化的世界空间法线 return half4(NormalizeNormalPerPixel(input.normalWS), 0.0); } #endif