49 lines
930 B
Plaintext
49 lines
930 B
Plaintext
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Shader "Hidden/GPUInstancer/ShadowsOnly" {
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SubShader {
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Tags {
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"Queue" = "Transparent"
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}
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// Pass to render object as a shadow caster
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Pass {
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Name "ShadowCaster"
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Tags {
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"LightMode" = "ShadowCaster"
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}
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CGPROGRAM
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#include "UnityCG.cginc"
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#include "Include/GPUInstancerInclude.cginc"
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing // allow instanced shadow pass for most of the shaders
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#pragma instancing_options procedural:setupGPUI
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struct v2f {
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V2F_SHADOW_CASTER;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_base v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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SHADOW_CASTER_FRAGMENT(i);
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}
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ENDCG
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}
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}
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}
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