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AR-Menu/Library/PackageCache/com.needle.engine-exporter@8c046140a1d9/Prefabs/ShadowCatcher/ShadowCatcher.shader
2025-11-30 08:35:03 +02:00

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// Thanks, as usual, to bgolus for sharing
// https://forum.unity.com/threads/water-shader-graph-transparency-and-shadows-universal-render-pipeline-order.748142/#post-5518747
// BiRP based on https://github.com/keijiro/ShadowDrawer/blob/master/Assets/ShadowDrawer.shader
Shader "Needle/Shadow Catcher"
{
Properties
{
// _ShadowColor ("Shadow Color", Color) = (0.35,0.4,0.45,1.0)
}
SubShader
{
PackageRequirements
{
"com.unity.render-pipelines.universal": "10.0"
}
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"Queue"="Transparent-1"
}
Pass
{
Name "ForwardLit"
Tags { "LightMode" = "UniversalForward" }
Blend DstColor Zero, Zero One
Cull Back
ZTest LEqual
ZWrite Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile_fog
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
CBUFFER_START(UnityPerMaterial)
float4 _ShadowColor;
CBUFFER_END
struct Attributes
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS : TEXCOORD0;
float fogCoord : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert (Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
output.positionCS = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
return output;
}
half4 frag (Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half4 color = half4(1,1,1,1);
#ifdef _MAIN_LIGHT_SHADOWS
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = input.positionWS;
float4 shadowCoord = GetShadowCoord(vertexInput);
half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
color = lerp(half4(1,1,1,1), _ShadowColor, (1.0 - shadowAttenutation) * _ShadowColor.a);
color.rgb = MixFogColor(color.rgb, half3(1,1,1), input.fogCoord);
#endif
return color;
}
ENDHLSL
}
}
SubShader
{
Tags { "Queue"="AlphaTest+49" }
CGINCLUDE
#include "UnityCG.cginc"
#include "AutoLight.cginc"
#include "UnityLightingCommon.cginc"
struct v2f_shadow {
float4 pos : SV_POSITION;
fixed3 diff : COLOR0;
LIGHTING_COORDS(0, 1)
};
half4 _Color;
v2f_shadow vert_shadow(appdata_full v)
{
v2f_shadow o;
o.pos = UnityObjectToClipPos(v.vertex);
half3 worldNormal = UnityObjectToWorldNormal(v.normal);
TRANSFER_VERTEX_TO_FRAGMENT(o);
o.diff = ShadeSH9(half4(worldNormal,1));
return o;
}
half4 frag_shadow(v2f_shadow IN) : SV_Target
{
half atten = LIGHT_ATTENUATION(IN);
return half4(0,0,0, lerp(1, 0, atten)) + half4(IN.diff.rgb, 0) * 0.05; // some approximated tinting
}
ENDCG
// Depth fill pass
Pass
{
ColorMask 0
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
struct v2f {
float4 pos : SV_POSITION;
};
v2f vert(appdata_full v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
return o;
}
half4 frag(v2f IN) : SV_Target
{
return (half4)1;
}
ENDCG
}
// Forward base pass
Pass
{
Tags { "LightMode" = "ForwardBase" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_shadow
#pragma fragment frag_shadow
#pragma multi_compile_fwdbase
ENDCG
}
/* only for additional lights; we only support 1 directional light at runtime right now
// Forward add pass
Pass
{
Tags { "LightMode" = "ForwardAdd" }
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#pragma vertex vert_shadow
#pragma fragment frag_shadow
#pragma multi_compile_fwdadd_fullshadows
ENDCG
}
*/
}
FallBack "Mobile/VertexLit"
}