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2025-09-06 17:17:39 +04:00
#ifndef VOLUMETRIC_FOG_2_SHADOWS_URP
#define VOLUMETRIC_FOG_2_SHADOWS_URP
#if VF2_RECEIVE_SHADOWS
float GetLightAttenuation(float3 wpos) {
float4 shadowCoord = TransformWorldToShadowCoord(wpos);
float atten = MainLightRealtimeShadow(shadowCoord);
return atten;
}
#endif
#endif // VOLUMETRIC_FOG_2_SHADOWS_URP