Singularity/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/CommonShadow.hlsl
2024-05-06 11:45:45 -07:00

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591 B
HLSL

#ifndef UNITY_COMMON_SHADOW_INCLUDED
#define UNITY_COMMON_SHADOW_INCLUDED
// Ref: https://mynameismjp.wordpress.com/2015/02/18/shadow-sample-update/
// Calculates the offset to use for sampling the shadow map, based on the surface normal
real3 GetShadowPosOffset(real NdotL, real3 normalWS, real2 invShadowMapSize)
{
real texelSize = 2.0 * invShadowMapSize.x;
real offsetScaleNormalize = saturate(1.0 - NdotL);
// return texelSize * OffsetScale * offsetScaleNormalize * normalWS;
return texelSize * offsetScaleNormalize * normalWS;
}
#endif // UNITY_COMMON_SHADOW_INCLUDED