#ifndef CUSTOM_LIGHTING_INCLUDED #define CUSTOM_LIGHTING_INCLUDED void MainLightShadows_float (float3 WorldPos, out float Shadows) { #ifdef SHADERGRAPH_PREVIEW // Draws to the ShaderGraph preview Shadows = 1; #else // Draws to the scene & game views #if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT) float4 shadowCoord = ComputeScreenPos(TransformWorldToHClip(WorldPos)); #else float4 shadowCoords = TransformWorldToShadowCoord(WorldPos); #endif Shadows = MainLightShadow(shadowCoords, WorldPos, half4(1,1,1,1), _MainLightOcclusionProbes); #endif } #endif