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beyond/Assets/ThirdParty/FluXY/Samples/Resources/Shaders/URP/URPFluidUtilsShaderGraph.hlsl
2024-11-20 15:21:28 +01:00

38 lines
1.1 KiB
HLSL

#ifndef URP_FLUIDUTILSSG_INCLUDED
#define URP_FLUIDUTILSSG_INCLUDED
void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten)
{
#if SHADERGRAPH_PREVIEW
Direction = half3(0.5, 0.5, 0);
Color = 1;
DistanceAtten = 1;
ShadowAtten = 1;
#else
#if SHADOWS_SCREEN
half4 clipPos = TransformWorldToHClip(WorldPos);
half4 shadowCoord = ComputeScreenPos(clipPos);
#else
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
#endif
Light mainLight = GetMainLight(shadowCoord);
Direction = mainLight.direction;
Color = mainLight.color;
DistanceAtten = mainLight.distanceAttenuation;
ShadowAtten = mainLight.shadowAttenuation;
#endif
}
void DirectSpecular_half(half3 Specular, half Smoothness, half3 Direction, half3 Color, half3 WorldNormal, half3 WorldView, out half3 Out)
{
#if SHADERGRAPH_PREVIEW
Out = 0;
#else
Smoothness = exp2(10 * Smoothness + 1);
WorldNormal = normalize(WorldNormal);
WorldView = SafeNormalize(WorldView);
Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, half4(Specular, 0), Smoothness);
#endif
}
#endif