Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Shaders/Builtins/MultiScaleVO.shader
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

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Shader "Hidden/PostProcessing/MultiScaleVO"
{
HLSLINCLUDE
#pragma exclude_renderers gles gles3 d3d11_9x
#pragma target 4.5
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/Fog.hlsl"
TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
TEXTURE2D_SAMPLER2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture);
float3 _AOColor;
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Depth copy with procedural draw
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
float4 Frag(VaryingsDefault i) : SV_Target
{
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo);
}
ENDHLSL
}
// 1 - Composite to G-buffer with procedural draw
Pass
{
Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
struct Output
{
float4 gbuffer0 : SV_Target0;
float4 gbuffer3 : SV_Target1;
};
Output Frag(VaryingsDefault i)
{
float ao = 1.0 - SAMPLE_TEXTURE2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo).r;
Output o;
o.gbuffer0 = float4(0.0, 0.0, 0.0, ao);
o.gbuffer3 = float4(ao * _AOColor, 0.0);
return o;
}
ENDHLSL
}
// 2 - Composite to the frame buffer
Pass
{
Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
HLSLPROGRAM
#pragma multi_compile _ APPLY_FORWARD_FOG
#pragma multi_compile _ FOG_LINEAR FOG_EXP FOG_EXP2
#pragma vertex VertDefault
#pragma fragment Frag
float4 Frag(VaryingsDefault i) : SV_Target
{
half ao = 1.0 - SAMPLE_TEXTURE2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo).r;
// Apply fog when enabled (forward-only)
#if (APPLY_FORWARD_FOG)
float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
d = ComputeFogDistance(d);
ao *= ComputeFog(d);
#endif
return float4(ao * _AOColor, 0.0);
}
ENDHLSL
}
// 3 - Debug overlay
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment Frag
float4 Frag(VaryingsDefault i) : SV_Target
{
half ao = SAMPLE_TEXTURE2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo).r;
return float4(ao.rrr, 1.0);
}
ENDHLSL
}
}
}