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Fishing2/Packages/com.waveharmonic.crest/Runtime/Shaders/Library/Utility/Legacy/Shadows.hlsl
2025-05-10 12:49:47 +08:00

126 lines
5.0 KiB
HLSL

// Crest Water System
// Copyright (c) 2016 Unity Technologies
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of
// this software and associated documentation files (the "Software"), to deal in
// the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
// of the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
// Screen-space shadow helpers.
// Taken and adapted from:
// 2020.3.12f1/DefaultResourcesExtra/Internal-ScreenSpaceShadows.shader
// Main changes is that now only world position is required. Specialised for the shadow LOD data.
// Add multi_compile_shadowcollector pragma to get SHADOWS_SPLIT_SPHERES and SHADOWS_SINGLE_CASCADE.
// https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html
// SHADOWS_SCREEN + SHADOWS_CUBE will never be triggered for transparency, but
// Unity still compiles the variant which causes compiler errors.
#if defined(_SURFACE_TYPE_TRANSPARENT) && !defined(SHADERGRAPH_PREVIEW) && !defined(SHADOWS_SCREEN) && !defined(SHADOWS_CUBE)
#define d_Crest_ReceiveShadowsTransparent 1
#endif
#if d_Crest_ReceiveShadowsTransparent
#include "UnityShadowLibrary.cginc"
#ifndef SHADOWMAPSAMPLER_DEFINED
UNITY_DECLARE_SHADOWMAP(_ShadowMapTexture);
#define SHADOWMAPSAMPLER_DEFINED
#ifndef SHADOWMAPSAMPLER_AND_TEXELSIZE_DEFINED
float4 _ShadowMapTexture_TexelSize;
#define SHADOWMAPSAMPLER_AND_TEXELSIZE_DEFINED
#endif
#endif
//
// Keywords based defines
//
#if defined (SHADOWS_SPLIT_SPHERES)
#define GET_CASCADE_WEIGHTS(wpos) getCascadeWeights_splitSpheres(wpos)
#else
#define GET_CASCADE_WEIGHTS(wpos) getCascadeWeights(wpos)
#endif
#if defined (SHADOWS_SINGLE_CASCADE)
#define GET_SHADOW_COORDINATES(wpos) getShadowCoord_SingleCascade(wpos)
#else
#define GET_SHADOW_COORDINATES(wpos) getShadowCoord(wpos)
#endif
/**
* Gets the cascade weights based on the world position of the fragment.
* Returns a float4 with only one component set that corresponds to the appropriate cascade.
*/
inline fixed4 getCascadeWeights(float3 wpos)
{
// Calculate depth. Normally this would be depth from the depth buffer.
float z = dot(wpos - _WorldSpaceCameraPos.xyz, unity_CameraToWorld._m02_m12_m22);
fixed4 zNear = float4( z >= _LightSplitsNear );
fixed4 zFar = float4( z < _LightSplitsFar );
fixed4 weights = zNear * zFar;
return weights;
}
/**
* Gets the cascade weights based on the world position of the fragment and the poisitions of the split spheres for each cascade.
* Returns a float4 with only one component set that corresponds to the appropriate cascade.
*/
inline fixed4 getCascadeWeights_splitSpheres(float3 wpos)
{
float3 fromCenter0 = wpos.xyz - unity_ShadowSplitSpheres[0].xyz;
float3 fromCenter1 = wpos.xyz - unity_ShadowSplitSpheres[1].xyz;
float3 fromCenter2 = wpos.xyz - unity_ShadowSplitSpheres[2].xyz;
float3 fromCenter3 = wpos.xyz - unity_ShadowSplitSpheres[3].xyz;
float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3));
fixed4 weights = float4(distances2 < unity_ShadowSplitSqRadii);
weights.yzw = saturate(weights.yzw - weights.xyz);
return weights;
}
/**
* Returns the shadowmap coordinates for the given fragment based on the world position and z-depth.
* These coordinates belong to the shadowmap atlas that contains the maps for all cascades.
*/
inline float4 getShadowCoord(float4 wpos)
{
fixed4 cascadeWeights = GET_CASCADE_WEIGHTS(wpos.xyz);
float3 sc0 = mul (unity_WorldToShadow[0], wpos).xyz;
float3 sc1 = mul (unity_WorldToShadow[1], wpos).xyz;
float3 sc2 = mul (unity_WorldToShadow[2], wpos).xyz;
float3 sc3 = mul (unity_WorldToShadow[3], wpos).xyz;
float4 shadowMapCoordinate = float4(sc0 * cascadeWeights[0] + sc1 * cascadeWeights[1] + sc2 * cascadeWeights[2] + sc3 * cascadeWeights[3], 1);
#if defined(UNITY_REVERSED_Z)
float noCascadeWeights = 1 - dot(cascadeWeights, float4(1, 1, 1, 1));
shadowMapCoordinate.z += noCascadeWeights;
#endif
return shadowMapCoordinate;
}
/**
* Same as the getShadowCoord; but optimized for single cascade
*/
inline float4 getShadowCoord_SingleCascade( float4 wpos )
{
return float4(mul(unity_WorldToShadow[0], wpos).xyz, 0);
}
#endif // d_Crest_ReceiveShadowsTransparent