VolumetricLighting/Assets/VolumetricFog/Shaders/CopyShadowParams.shader

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2016-11-01 13:25:56 +01:00
Shader "Hidden/CopyShadowParams"
{
SubShader
{
Pass
{
CGPROGRAM
#pragma target 5.0
//#pragma only_renderers d3d11
2016-11-01 13:25:56 +01:00
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct ShadowParams
{
float4x4 worldToShadow[4];
float4 shadowSplitSpheres[4];
float4 shadowSplitSqRadii;
};
// Hmm, we can't be sure u2 doesn't conflict with other effects.
RWStructuredBuffer<ShadowParams> _ShadowParams : register(u2);
float4 vert () : SV_POSITION
{
for (int i = 0; i < 4; i++)
{
_ShadowParams[0].worldToShadow[i] = unity_WorldToShadow[i];
_ShadowParams[0].shadowSplitSpheres[i] = unity_ShadowSplitSpheres[i];
}
_ShadowParams[0].shadowSplitSqRadii = unity_ShadowSplitSqRadii;
return float4(0, 0, 0, 1);
}
fixed4 frag () : SV_Target
{
return 0;
}
ENDCG
}
}
}