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- 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
- }
- }
- }
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