15 lines
		
	
	
		
			591 B
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			15 lines
		
	
	
		
			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 |