#include "gerstner.cginc" #ifndef __MOCHIE_SHADOW_CASTER_INC #define __MOCHIE_SHADOW_CASTER_INC // Source: https://github.com/cnlohr/shadertrixx?tab=readme-ov-file#shadowcasting // MIT License // // NOTE: Much content here is originally from others. Content in third party // folder may not be fully MIT-licensable. // // Copyright (c) 2021 cnlohr, et. al. // // All other content in this repository falls under the following terms: // // 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. #pragma multi_compile_instancing #pragma multi_compile_shadowcaster #include "UnityCG.cginc" #include "globals.cginc" struct appdata { float4 vertex : POSITION; float3 normal : NORMAL; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v){ #if defined(_DISCARD) if (_Discard_Enable_Dynamic) { return (v2f) (0.0 / 0.0); } #endif #if !defined(_SCROLL) && defined(_GIMMICK_GERSTNER_WATER) { GerstnerParams p = getGerstnerParams(); v.vertex.xyz = gerstner_vert(v.vertex.xyz, p); } #endif v2f o = (v2f)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) o.uv = v.uv; return o; } float4 frag (v2f i) : SV_Target { #if defined(_BASECOLOR_MAP) float iddx = ddx(i.uv.x); float iddy = ddx(i.uv.y); float4 albedo = _MainTex.SampleGrad(linear_repeat_s, i.uv, iddx, iddy); albedo *= _Color; #else float4 albedo = _Color; #endif // _BASECOLOR_MAP #if defined(_RENDERING_CUTOUT) clip(albedo.a - _Alpha_Cutoff); #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return 0; } #endif // __MOCHIE_SHADOW_CASTER_INC