ShadowsURP.cginc 318 B

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  1. #ifndef VOLUMETRIC_FOG_2_SHADOWS_URP
  2. #define VOLUMETRIC_FOG_2_SHADOWS_URP
  3. #if VF2_RECEIVE_SHADOWS
  4. float GetLightAttenuation(float3 wpos) {
  5. float4 shadowCoord = TransformWorldToShadowCoord(wpos);
  6. float atten = MainLightRealtimeShadow(shadowCoord);
  7. return atten;
  8. }
  9. #endif
  10. #endif // VOLUMETRIC_FOG_2_SHADOWS_URP