Closed HoloMoto closed 1 year ago
@HoloMoto & @pinkwerks, just a FYI, I merged the shadow casting PR #146 into main.
@Cameron-Micka @pinkwerks Sorry I haven't been able to work on it at all.
I have some conflicts with #146 here, so I would like to import the main branch into the main branch and work on it. I checked the fb you gave me just the day before yesterday. I'll rename it and make some adjustments!
Closing this for now - we can revisit this when time allows!
Overview
Added the ability to receive shadows to StandardShader.
The Buildin pipeline could not find any other way to receive shadows other than to add a Pass, and for these reasons we have made it URP-only once. Also, unlike the method described in #55, I did not use a RendererFeature, but instead completed it in the Shader. I am still learning, so there may be places where I am forcing things. If you have any suggestions for improvement, let me know!
Changes
55
The changes are in the following file.
com.microsoft.mrtk.graphicstools.unity/Editor/ShaderGUIs/StandardShaderGUI.cs
Allows display of _RECEIVESHADOW parameters.
com.microsoft.mrtk.graphicstools.unity/Runtime/Shaders/GraphicsToolsLighting.hlsl
What I have done is to allow shadowCoord to be passed as an argument to GTGetMainLight in order to use the shadowCoord provided in URP's RealtimeLighting.hlsl.
com.microsoft.mrtk.graphicstools.unity/Runtime/Shaders/GraphicsToolsStandard.shader
Add new parameter [Toggle(_RECEIVESHADOW)] _ReceiveShadow("ReceiveShadow",Float) =0.0
com.microsoft.mrtk.graphicstools.unity/Runtime/Shaders/GraphicsToolsStandardCanvas.shader
Parameters have been added to the StandardShaderGUI.cs with the changes.
com.microsoft.mrtk.graphicstools.unity/Runtime/Shaders/GraphicsToolsStandardInput.hlsl
add half4 shadowCoord : TEXCOORD4;
com.microsoft.mrtk.graphicstools.unity/Runtime/Shaders/GraphicsToolsStandardProgram.hlsl