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@julhe
Last active October 7, 2019 13:09
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shadowacne.hlsl
//based on:
//http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
float biasScale = abs(unity_WorldToShadow[0][2][2]);
float NdotL_Sat_sqr = NdotL_Sat * NdotL_Sat;
float bias = rsqrt(NdotL_Sat_sqr / (1.0 - NdotL_Sat_sqr)); //suggested by @TastyTexel: https://twitter.com/TastyTexel/status/1180983378394439681?s=20
bias *= biasScale * 0.25; //adjust 0.25 to personal need
#if UNITY_REVERSED_Z
o._ShadowCoord.z += bias;
#else
o._ShadowCoord.z -= bias;
#endif
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