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MapCaster.shader
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MapCaster.shader
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Shader "BASICxSHADER/Shadow/MapCaster" {
SubShader {
// 0: Shade
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform sampler2D _ShadowMapTexture;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float4 shadowCoord : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
// Shadow Map
float2 posScreen = (float2(o.pos.x, o.pos.y * _ProjectionParams.x) + o.pos.w) * 0.5;
o.shadowCoord = float4(posScreen, o.pos.zw);
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Vector
half3 normal = normalize(i.normal);
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
// Dot
half NdotL = saturate(dot(normal, lightDir));
// Shadow Map
fixed shadow = tex2Dproj(_ShadowMapTexture, i.shadowCoord).r;
// Color
fixed4 color = fixed4(NdotL, NdotL, NdotL, 1.0);
color.rgb *= shadow;
return color;
}
ENDCG
}
// 1: ShadowCaster
UsePass "Legacy Shaders/VertexLit/SHADOWCASTER"
}
}