HoloprojStreaming/Assets/lilToon/Shader/Includes/lil_pass_forward_fakeshadow.hlsl

89 lines
3.2 KiB
HLSL

#ifndef LIL_PASS_FORWARD_FAKESHADOW_INCLUDED
#define LIL_PASS_FORWARD_FAKESHADOW_INCLUDED
#include "lil_common.hlsl"
#include "lil_common_appdata.hlsl"
//------------------------------------------------------------------------------------------------------------------------------
// Structure
#if !defined(LIL_CUSTOM_V2F_MEMBER)
#define LIL_CUSTOM_V2F_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7)
#endif
struct v2f
{
float4 positionCS : SV_POSITION;
float2 uv0 : TEXCOORD0;
LIL_VERTEXLIGHT_FOG_COORDS(1)
#if defined(LIL_HDRP) || defined(LIL_V2F_FORCE_POSITION_WS)
float3 positionWS : TEXCOORD2;
#endif
LIL_CUSTOM_V2F_MEMBER(3,4,5,6,7,8,9,10)
LIL_VERTEX_INPUT_INSTANCE_ID
LIL_VERTEX_OUTPUT_STEREO
};
//------------------------------------------------------------------------------------------------------------------------------
// Shader
v2f vert(appdata input)
{
v2f output;
LIL_INITIALIZE_STRUCT(v2f, output);
if(_Invisible) return output;
LIL_SETUP_INSTANCE_ID(input);
LIL_TRANSFER_INSTANCE_ID(input, output);
LIL_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
//------------------------------------------------------------------------------------------------------------------------------
// Encryption
#if defined(LIL_FEATURE_ENCRYPTION)
input.positionOS = vertexDecode(input.positionOS, input.normalOS, input.uv6, input.uv7);
#endif
LIL_VERTEX_POSITION_INPUTS(input.positionOS, vertexInput);
#if defined(LIL_HDRP)
LIL_VERTEX_NORMAL_INPUTS(input.normalOS, vertexNormalInput);
lilFragData fd = lilInitFragData();
LIL_GET_HDRPDATA(vertexInput,fd);
float3 lightColor;
float3 lightDirection;
lilGetLightDirectionAndColor(lightDirection, lightColor, posInput);
lightDirection = normalize(lightDirection * Luminance(lightColor) + unity_SHAr.xyz * 0.333333 + unity_SHAg.xyz * 0.333333 + unity_SHAb.xyz * 0.333333 + float3(0.0,0.001,0.0));
output.positionWS = vertexInput.positionWS;
#else
float3 lightDirection = normalize(lilGetLightDirection() + length(_FakeShadowVector.xyz) * normalize(mul((float3x3)LIL_MATRIX_M, _FakeShadowVector.xyz)));
#endif
float2 lightShift = mul((float3x3)LIL_MATRIX_VP, lightDirection * _FakeShadowVector.w).xy;
output.positionCS = vertexInput.positionCS;
output.positionCS.xy -= lightShift.xy;
output.uv0 = input.uv0 * _MainTex_ST.xy + _MainTex_ST.zw;
LIL_TRANSFER_FOG(vertexInput, output);
return output;
}
float4 frag(v2f input) : SV_Target
{
LIL_SETUP_INSTANCE_ID(input);
LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
lilFragData fd = lilInitFragData();
fd.uv0 = input.uv0;
#if defined(LIL_HDRP) || defined(LIL_V2F_FORCE_POSITION_WS)
fd.positionWS = input.positionWS;
#endif
LIL_GET_HDRPDATA(input,fd);
#if defined(LIL_HDRP)
fd.V = normalize(lilViewDirection(fd.positionWS));
#endif
fd.col = LIL_SAMPLE_2D(_MainTex, sampler_MainTex, fd.uv0);
fd.col *= _Color;
LIL_HDRP_DEEXPOSURE(fd.col);
float4 fogColor = float4(1,1,1,1);
LIL_APPLY_FOG_COLOR(fd.col, input, fogColor);
return fd.col;
}
#endif