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#ifndef TOON_MAINLIGHT_INCLUDED |
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#define TOON_MAINLIGHT_INCLUDED |
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|
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void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float ShadowAtten) |
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{ |
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#ifdef SHADERGRAPH_PREVIEW |
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Direction = normalize(float3(0.5, 0.5, -0.5)); |
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Color = 1; |
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ShadowAtten = 1; |
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#else |
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float4 shadowCoord = TransformWorldToShadowCoord(WorldPos); |
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Light mainLight = GetMainLight(); |
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Direction = mainLight.direction; |
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Color = mainLight.color; |
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|
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// 直接採樣主光陰影貼圖,繞過 MAIN_LIGHT_CALCULATE_SHADOWS keyword 條件。 |
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ShadowSamplingData samplingData = GetMainLightShadowSamplingData(); |
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half4 shadowParams = GetMainLightShadowParams(); |
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real shadowStrength = shadowParams.x; |
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|
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// PCF 過濾採樣 → 柔邊、消鋸齒(不依賴 _SHADOWS_SOFT keyword) |
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real atten = SampleShadowmapFiltered( |
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TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_LinearClampCompare), |
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shadowCoord, samplingData); |
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atten = LerpWhiteTo(atten, shadowStrength); |
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|
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// 超出陰影最遠距離 = 不打陰影 |
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ShadowAtten = BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : atten; |
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#endif |
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} |
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#endif |
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