mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-10 01:02:55 +01:00
44 lines
877 B
GLSL
44 lines
877 B
GLSL
Shader "Hidden/CopyShadowParams"
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{
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SubShader
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{
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Pass
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{
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CGPROGRAM
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#pragma target 5.0
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//#pragma only_renderers d3d11
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct ShadowParams
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{
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float4x4 worldToShadow[4];
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float4 shadowSplitSpheres[4];
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float4 shadowSplitSqRadii;
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};
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// Hmm, we can't be sure u2 doesn't conflict with other effects.
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RWStructuredBuffer<ShadowParams> _ShadowParams : register(u2);
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float4 vert () : SV_POSITION
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{
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for (int i = 0; i < 4; i++)
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{
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_ShadowParams[0].worldToShadow[i] = unity_WorldToShadow[i];
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_ShadowParams[0].shadowSplitSpheres[i] = unity_ShadowSplitSpheres[i];
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}
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_ShadowParams[0].shadowSplitSqRadii = unity_ShadowSplitSqRadii;
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return float4(0, 0, 0, 1);
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}
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fixed4 frag () : SV_Target
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{
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return 0;
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}
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ENDCG
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}
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}
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}
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