14 lines
318 B
HLSL
14 lines
318 B
HLSL
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#ifndef VOLUMETRIC_FOG_2_SHADOWS_URP
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#define VOLUMETRIC_FOG_2_SHADOWS_URP
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#if VF2_RECEIVE_SHADOWS
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float GetLightAttenuation(float3 wpos) {
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float4 shadowCoord = TransformWorldToShadowCoord(wpos);
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float atten = MainLightRealtimeShadow(shadowCoord);
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return atten;
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}
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#endif
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#endif // VOLUMETRIC_FOG_2_SHADOWS_URP
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