#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch //#pragma enable_d3d11_debug_symbols #pragma multi_compile_local LAYER1_OFF LAYER1_STATIC LAYER1_PROCEDURAL LAYER1_FLOWMAP #pragma multi_compile_local LAYER2_OFF LAYER2_STATIC LAYER2_PROCEDURAL LAYER2_FLOWMAP #pragma kernel BakeCloudShadows KERNEL_NAME=BakeCloudShadows #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayerCommon.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" RW_TEXTURE2D(float3, _CloudShadows); float _Resolution; float4 _Params; #define _ShadowTint _Params.rgb #define _ShadowOpacity _Params.a #define _SunRight _Params1[0].xyz #define _SunUp _Params1[1].xyz float ComputeCloudShadow(float2 uv) { const float width = 0.2; float3 dir = _SunDirection + uv.x * width * _SunRight - uv.y * width * _SunUp; return RenderClouds(normalize(dir)).a; } [numthreads(8, 8, 1)] void KERNEL_NAME(uint2 dispatchThreadId : SV_DispatchThreadID) { float2 uv = float2(dispatchThreadId.x * _Resolution, 1.0 - dispatchThreadId.y * _Resolution) * 2.0 - 1.0; float shadow = ComputeCloudShadow(uv); // Blend with the other borders to make the texture tileable const float tiling = 0.5; float2 uv2 = uv - (1.0 - tiling); float2 weights = saturate(uv2 / tiling); weights.x = Smoothstep01(weights.x); weights.y = Smoothstep01(weights.y); if (uv2.x > 0.0) shadow = lerp(shadow, ComputeCloudShadow(uv - float2(2.0, 0.0)), weights.x); if (uv2.y > 0.0) { float shadow2 = ComputeCloudShadow(uv - float2(0.0, 2.0)); if (uv2.x > 0.0) shadow2 = lerp(shadow2, ComputeCloudShadow(uv - float2(2.0, 2.0)), weights.x); shadow = lerp(shadow, shadow2, weights.y); } _CloudShadows[dispatchThreadId] = lerp(float3(1.0, 1.0, 1.0), _ShadowTint, saturate(shadow * _ShadowOpacity)); }