Pass
{
Blend SrcAlpha OneMinusSrcAlpha
Tags
{
"LightMode" = "UniversalForward"
}
Zwrite off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS//***************
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE//***************
#pragma multi_compile _ Anti_Aliasing_ON//***************
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"//***************
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"//***************
struct appdata
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
};
struct v2f
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
float4 _Color;
float4 frag(v2f i) : SV_Target
{
float4 SHADOW_COORDS = TransformWorldToShadowCoord(i.worldPos);//***************
half shadow = MainLightRealtimeShadow(SHADOW_COORDS);//***************
return float4(shadow, shadow, shadow,1);
}
ENDHLSL
}
08-02
2599
![](https://csdnimg.cn/release/blogv2/dist/pc/img/readCountWhite.png)
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