#ifndef COMMON_SHADOW_CASTER_PASS_URP_INCLUDED #define COMMON_SHADOW_CASTER_PASS_URP_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" float3 _LightDirection; struct AttributesSpine { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 vertexColor : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsSpine { float4 positionCS : SV_POSITION; float4 texcoordAndAlpha: TEXCOORD0; }; float4 GetShadowPositionHClip(AttributesSpine input) { float3 positionWS = TransformObjectToWorld(input.positionOS.xyz); float3 normalWS = TransformObjectToWorldNormal(input.normalOS); float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection)); #if UNITY_REVERSED_Z positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); #else positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE); #endif return positionCS; } #endif