升级水插件
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#ifndef CREST_SHADOWS_H
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#define CREST_SHADOWS_H
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Macros.hlsl"
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#include "Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Globals.hlsl"
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#if CREST_BIRP
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TEXTURE2D_X(_Crest_ScreenSpaceShadowTexture);
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float4 _Crest_ScreenSpaceShadowTexture_TexelSize;
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#endif // CREST_BIRP
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#if CREST_URP
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#endif // CREST_URP
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#if CREST_HDRP
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#ifndef SHADERGRAPH_PREVIEW
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#if CREST_HDRP_FORWARD_PASS
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/HDShadow.hlsl"
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#endif // CREST_HDRP_FORWARD_PASS
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#endif // SHADERGRAPH_PREVIEW
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#endif // CREST_HDRP
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m_CrestNameSpace
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// Position: SRP = WS / BIRP = SS (z ignored)
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half PrimaryLightShadows(const float3 i_Position, const float2 i_ScreenPosition)
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{
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// Unshadowed.
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half shadow = 1;
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#if CREST_URP
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// We could skip GetMainLight but this is recommended approach which is likely more robust to API changes.
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float4 shadowCoord = TransformWorldToShadowCoord(i_Position);
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Light light = GetMainLight(TransformWorldToShadowCoord(i_Position));
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shadow = light.shadowAttenuation;
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#endif
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#ifndef SHADERGRAPH_PREVIEW
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#if CREST_HDRP_FORWARD_PASS
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DirectionalLightData light = _DirectionalLightDatas[_DirectionalShadowIndex];
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HDShadowContext context = InitShadowContext();
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context.directionalShadowData = _HDDirectionalShadowData[_DirectionalShadowIndex];
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float3 positionWS = GetCameraRelativePositionWS(i_Position);
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// From Unity:
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// > With XR single-pass and camera-relative: offset position to do lighting computations from the combined center view (original camera matrix).
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// > This is required because there is only one list of lights generated on the CPU. Shadows are also generated once and shared between the instanced views.
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ApplyCameraRelativeXR(positionWS);
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// TODO: Pass in screen space position and scene normal.
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shadow = GetDirectionalShadowAttenuation
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(
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context,
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0, // positionSS
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positionWS,
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0, // normalWS
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light.shadowIndex,
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-light.forward
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);
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// Apply shadow strength from main light.
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shadow = LerpWhiteTo(shadow, light.shadowDimmer);
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#endif // CREST_HDRP_FORWARD_PASS
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#endif // SHADERGRAPH_PREVIEW
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#if CREST_BIRP
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shadow = LOAD_TEXTURE2D_X(_Crest_ScreenSpaceShadowTexture, min(i_ScreenPosition, _Crest_ScreenSpaceShadowTexture_TexelSize.zw - 1.0)).r;
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#if DIRECTIONAL_COOKIE
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const half attenuation = tex2D(_LightTexture0, mul(unity_WorldToLight, float4(i_Position, 1.0)).xy).w;
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shadow = min(attenuation, shadow);
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#endif
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#endif
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return shadow;
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}
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m_CrestNameSpaceEnd
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#endif
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