#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; float _MainDistanceFadeMin; float _MainDistanceFadeMax; half _MainMinAlpha; half _MainMaxAlpha; #if defined(PROP_MAINFADETEXTURE) || !defined(OPTIMIZER_ENABLED) POI_TEXTURE_NOSAMPLER(_MainFadeTexture); #endif float distanceFade() { #if defined(PROP_MAINFADETEXTURE) || !defined(OPTIMIZER_ENABLED) half fadeMap = POI2D_SAMPLER_PAN(_MainFadeTexture, _MainTex, poiMesh.uv[float(0)], float4(0,0,0,0)).r; #else half fadeMap = 1; #endif return lerp(float(0), float(1), smoothstep(float(0), float(0), distance(poiMesh.worldPos, poiCam.worldPos))); } 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; float4 mainTexture = UNITY_SAMPLE_TEX2D(_MainTex, TRANSFORM_TEX(poiMesh.uv[float(0)], _MainTex) + _Time.x * float4(0,0,0,0)); float clipValue = clamp(float(0.5) + float(0), - .001, 1.001); poiMesh.vertexColor = saturate(i.vertexColor); poiMesh.worldPos = i.worldPos; poiMesh.localPos = i.localPos; poiCam.worldPos = _WorldSpaceCameraPos; #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 *= distanceFade(); 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(1,1,1,0).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); } 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