ShadowReceiverShaderFunctions.hlsl 675 B

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  1. #ifndef CUSTOM_LIGHTING_INCLUDED
  2. #define CUSTOM_LIGHTING_INCLUDED
  3. void MainLightShadows_float (float3 WorldPos, out float Shadows)
  4. {
  5. #ifdef SHADERGRAPH_PREVIEW // Draws to the ShaderGraph preview
  6. Shadows = 1;
  7. #else // Draws to the scene & game views
  8. #if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT)
  9. float4 shadowCoord = ComputeScreenPos(TransformWorldToHClip(WorldPos));
  10. #else
  11. float4 shadowCoords = TransformWorldToShadowCoord(WorldPos);
  12. #endif
  13. Shadows = MainLightShadow(shadowCoords, WorldPos, half4(1,1,1,1), _MainLightOcclusionProbes);
  14. #endif
  15. }
  16. #endif