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