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Volume.shader
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Volume.shader
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Shader "BASICxSHADER/Shadow/Volume" {
Properties {
_Volume ("Volume", Float) = 10
}
SubShader {
// 0: Shade
Pass {
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Vertex Input
struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
};
// Vertex to Fragment
struct v2f {
float4 pos : SV_POSITION;
float3 normal : NORMAL;
};
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
v2f vert(appdata v) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.normal = normalize(mul(v.normal, unity_WorldToObject).xyz);
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));
return fixed4(NdotL, NdotL, NdotL, 1.0);
}
ENDCG
}
// 1: Shadow
Pass {
Tags { "LightMode" = "ForwardBase" }
Cull Off
ZWrite Off
Offset 1, 1
ColorMask 0
Stencil {
Comp Always
ZFailFront DecrWrap
ZFailBack IncrWrap
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Properties
uniform float _Volume;
//------------------------------------------------------------------------
// Vertex Shader
//------------------------------------------------------------------------
float4 vert(float4 vertex : POSITION, float3 normal : NORMAL) : SV_POSITION {
// Shadow Volume
float4 posWorld = mul(unity_ObjectToWorld, vertex);
normal = normalize(mul(normal, unity_WorldToObject).xyz);
half3 lightDir = normalize(_WorldSpaceLightPos0.xyz);
posWorld.xyz += -lightDir * step(dot(normal, lightDir), 0) * _Volume;
return mul(UNITY_MATRIX_VP, posWorld);
}
//------------------------------------------------------------------------
// Fragment Shader
//------------------------------------------------------------------------
fixed4 frag() : SV_Target {
return fixed4(0, 0, 0, 0);
}
ENDCG
}
}
}