b486678290
Library -Artifacts
65 lines
1.8 KiB
HLSL
65 lines
1.8 KiB
HLSL
#if !defined(SHADOW_PROJECT_VERTEX)
|
|
#define SHADOW_PROJECT_VERTEX
|
|
|
|
struct Attributes
|
|
{
|
|
float3 vertex : POSITION;
|
|
float4 tangent: TANGENT;
|
|
float4 extrusion : COLOR;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
};
|
|
|
|
uniform float3 _LightPos;
|
|
uniform float4x4 _ShadowModelMatrix; // This is a custom model matrix without scaling
|
|
uniform float4x4 _ShadowModelInvMatrix;
|
|
uniform float3 _ShadowModelScale; // This is the scale
|
|
uniform float _ShadowRadius;
|
|
|
|
Varyings ProjectShadow(Attributes v)
|
|
{
|
|
Varyings o;
|
|
|
|
float3 vertexWS = TransformObjectToWorld(v.vertex); // This should be in world space
|
|
float3 lightDir = _LightPos - vertexWS;
|
|
lightDir.z = 0;
|
|
|
|
// Start of code to see if this point should be extruded
|
|
float3 lightDirection = normalize(lightDir);
|
|
|
|
|
|
float adjShadowRadius = 1.4143 * _ShadowRadius; // Needed as our shadow fits like a circumscribed box around our light radius
|
|
float3 endpoint = vertexWS + (adjShadowRadius * -lightDirection);
|
|
|
|
float3 worldTangent = TransformObjectToWorldDir(v.tangent.xyz);
|
|
float sharedShadowTest = saturate(ceil(dot(lightDirection, worldTangent)));
|
|
|
|
// Start of code to calculate offset
|
|
float3 vertexWS0 = TransformObjectToWorld(float3(v.extrusion.xy, 0));
|
|
float3 vertexWS1 = TransformObjectToWorld(float3(v.extrusion.zw, 0));
|
|
float3 shadowDir0 = vertexWS0 - _LightPos;
|
|
shadowDir0.z = 0;
|
|
shadowDir0 = normalize(shadowDir0);
|
|
|
|
float3 shadowDir1 = vertexWS1 - _LightPos;
|
|
shadowDir1.z = 0;
|
|
shadowDir1 = normalize(shadowDir1);
|
|
|
|
float3 shadowDir = normalize(shadowDir0 + shadowDir1);
|
|
|
|
|
|
float3 sharedShadowOffset = sharedShadowTest * adjShadowRadius * shadowDir;
|
|
|
|
float3 position;
|
|
position = vertexWS + sharedShadowOffset;
|
|
|
|
o.vertex = TransformWorldToHClip(position);
|
|
|
|
return o;
|
|
}
|
|
|
|
#endif
|