#ifndef SHADOW_FRAG #define SHADOW_FRAG float2 _MainDistanceFade; float _ForceOpaque; float _MainShadowClipMod; float2 _ClippingMaskPan; float _ClippingMaskUV; sampler3D _DitherMaskLOD; float2 _MainTexPan; float _MainTextureUV; float _Inverse_Clipping; half4 fragShadowCaster( #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS) V2FShadow i, uint facing: SV_IsFrontFace #endif ): SV_Target { poiMesh.uv[0] = i.uv; poiMesh.uv[1] = i.uv1; poiMesh.uv[2] = i.uv2; poiMesh.uv[3] = i.uv3; // Basically every texture relies on the maintex sampler to function and that's why this is here. float4 mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[float(0)], _MainTex) + _Time.x * float4(0,0,0,0)); //Possible Bug with clip float clipValue = clamp(float(0.5) + float(0), - .001, 1.001); poiMesh.vertexColor = saturate(i.vertexColor); poiMesh.worldPos = i.worldPos; poiMesh.localPos = i.localPos; #ifdef POI_MIRROR applyMirrorRenderFrag(); #endif #if defined(UNITY_STANDARD_USE_SHADOW_UVS) half4 alpha = mainTexture; #if defined(PROP_MIRRORTEXTURE) || !defined(OPTIMIZER_ENABLED) if (float(0)) { if(IsInMirror()) { alpha.a = UNITY_SAMPLE_TEX2D_SAMPLER(_MirrorTexture, _MainTex, TRANSFORM_TEX(i.uv, _MirrorTexture)).a; } } #endif alpha.a *= smoothstep(float4(0,0,0,0).x, float4(0,0,0,0).y, distance(i.modelPos, _WorldSpaceCameraPos)); half alphaMask = POI2D_PAN(_ClippingMask, poiMesh.uv[float(0)], float4(0,0,0,0)); if(float(0)) { alphaMask = 1 - alphaMask; } alpha.a *= alphaMask; alpha.a *= float4(0.01061847,0.01061847,0.01061847,1).a + .0001; alpha.a += float(0); alpha.a = saturate(alpha.a); if(float(0) == 0) { alpha.a = 1; } if(float(0) == 1) { applyShadowDithering(alpha.a, calcScreenUVs(i.grabPos).xy); } #ifdef POI_DISSOLVE float3 fakeEmission = 1; calculateDissolve(alpha, fakeEmission); #endif if(float(0) == 1) { clip(alpha.a - 0.001); } /* return poiMesh.vertexColor.g; #ifdef POI_RANDOM alpha.a *= i.angleAlpha; #endif if(float(0) >= 1) { applySpawnInShadow(uv[0], i.localPos); #if defined(POI_FLIPBOOK) alpha.a *= applyFlipbookAlphaToShadow(uv[float(0)]); #endif } */ if (float(0) == 1) { clip(alpha.a - clipValue); } if(float(0) > 1) { float dither = tex3D(_DitherMaskLOD, float3(i.pos.xy * .25, alpha.a * 0.9375)).a; clip(dither - 0.01); } #endif SHADOW_CASTER_FRAGMENT(i) } #endif