Files
2026-01-08 22:30:55 +08:00

43 lines
1.2 KiB
GLSL

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
Shader "Hidden/Crest/Legacy/CaptureShadowMatrices"
{
SubShader
{
Blend Off
ColorMask 0
Cull Off
ZTest Always
ZWrite Off
Pass
{
HLSLPROGRAM
#pragma target 4.5
#pragma vertex Vertex
#pragma fragment Fragment
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
RWStructuredBuffer<float4x4> _Crest_WorldToShadow;
float4x4 unity_WorldToShadow[4];
float4 Vertex(uint id : SV_VertexID) : SV_POSITION
{
return GetFullScreenTriangleVertexPosition(id);
}
float4 Fragment(float4 pos : SV_POSITION) : SV_Target
{
_Crest_WorldToShadow[0] = unity_WorldToShadow[0];
_Crest_WorldToShadow[1] = unity_WorldToShadow[1];
_Crest_WorldToShadow[2] = unity_WorldToShadow[2];
_Crest_WorldToShadow[3] = unity_WorldToShadow[3];
return 0;
}
ENDHLSL
}
}
}