Shader "Hidden/EnviroApplyShadows" { Properties { //_MainTex ("Texture", any) = "white" {} //_CloudsTex ("Texture", any) = "white" {} } SubShader { // No culling or depth Cull Off ZWrite Off ZTest Always Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(ENVIROURP) o.vertex = float4(v.vertex.xyz,1.0); #if UNITY_UV_STARTS_AT_TOP o.vertex.y *= -1; #endif #else o.vertex = UnityObjectToClipPos(v.vertex); #endif o.uv = v.uv; return o; } float _Intensity; //float4x4 _LeftWorldFromView; //float4x4 _RightWorldFromView; //float4x4 _LeftViewFromScreen; //float4x4 _RightViewFromScreen; UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); UNITY_DECLARE_SCREENSPACE_TEXTURE(_CloudsTex); //UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); //UNITY_DECLARE_SHADOWMAP(_CascadeShadowMapTexture); /*float4 GetCascadeWeights_SplitSpheres(float3 wpos) { float3 fromCenter0 = wpos - unity_ShadowSplitSpheres[0].xyz; float3 fromCenter1 = wpos - unity_ShadowSplitSpheres[1].xyz; float3 fromCenter2 = wpos - unity_ShadowSplitSpheres[2].xyz; float3 fromCenter3 = wpos - unity_ShadowSplitSpheres[3].xyz; float4 distances2 = float4(dot(fromCenter0,fromCenter0), dot(fromCenter1,fromCenter1), dot(fromCenter2,fromCenter2), dot(fromCenter3,fromCenter3)); float4 weights = float4(distances2 >= unity_ShadowSplitSqRadii); return weights; } float4 GetCascadeShadowCoord(float4 pos, float4 cascadeWeights) { return mul(unity_WorldToShadow[(int)dot(cascadeWeights, float4(1,1,1,1))], pos); }*/ float4 frag (v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float4 sceneColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex,i.uv); float cloudShadows = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CloudsTex,i.uv).b * _Intensity; //float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv); //float linearDepth = LinearEyeDepth(depth); /* float4x4 proj, eyeToWorld; if (unity_StereoEyeIndex == 0) { proj = _LeftViewFromScreen; eyeToWorld = _LeftWorldFromView; } else { proj = _RightViewFromScreen; eyeToWorld = _RightWorldFromView; } //bit of matrix math to take the screen space coord (u,v,depth) and transform to world space float2 uvClip = i.uv * 2.0 - 1.0; float clipDepth = depth; // Fix for OpenGl Core thanks to Lars Bertram clipDepth = (UNITY_NEAR_CLIP_VALUE < 0) ? clipDepth * 2 - 1 : clipDepth; float4 clipPos = float4(uvClip, clipDepth, 1.0); float4 viewPos = mul(proj, clipPos); // inverse projection by clip position viewPos /= viewPos.w; // perspective division float3 wpos = mul(eyeToWorld, viewPos).xyz; float4 cascadeWeights = GetCascadeWeights_SplitSpheres(wpos); bool inside = dot(cascadeWeights, float4(1, 1, 1, 1)) < 4; float4 samplePos = GetCascadeShadowCoord(float4(wpos, 1), cascadeWeights); float sceneShadow = UNITY_SAMPLE_SHADOW(_CascadeShadowMapTexture, samplePos.xyz).r; float shadowsClouds = clamp((1-cloudShadows),0,1); //float shadowMod = clamp(sceneShadow,0,1); if(linearDepth > 0.99f) { //shadowsClouds = 1.0f; //shadowMod = 1.0f; } else { // shadowsClouds = cloudShadows * shadowMod; } shadowsClouds = cloudShadows * shadowMod; */ float shadowsClouds = clamp((1-cloudShadows),0,1); float4 final = float4(sceneColor.rgb * shadowsClouds, sceneColor.a); return final; } ENDCG } } }