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Map.shader
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Map.shader
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Shader "BASICxSHADER/Shadow/Map" {
Properties {
_ShadowMap ("ShadowMap", 2D) = "" {}
_Intensity ("Intensity", Range (0, 1)) = 0.5
}
SubShader {
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform sampler2D _ShadowMap;
uniform half _Intensity;
uniform float4x4 _LightVPMatrix;
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
float4 shadowCoord : TEXCOORD0;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
// Shadow Map
float4 posShadow = mul(_LightVPMatrix, mul(unity_ObjectToWorld, v.vertex));
o.shadowCoord = float4(posShadow.xyz * 0.5 + 0.5, posShadow.w);
return o;
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag(v2f i) : SV_Target {
// Vector
half3 normal = normalize(i.normal);
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
// Dot
half NdotL = saturate(dot(normal, lightDir));
// Shadow Map
half depth = tex2D(_ShadowMap, i.shadowCoord.xy).r;
#if defined(UNITY_REVERSED_Z)
depth = 1.0 - depth;
#endif
fixed shadow = 1.0 - step(depth, i.shadowCoord.z - 1e-4) * _Intensity;
// Color
fixed4 color = fixed4(NdotL, NdotL, NdotL, 1.0);
color.rgb *= shadow;
return color;
}
ENDCG
}
}
}