b486678290
Library -Artifacts
112 lines
3.3 KiB
Plaintext
112 lines
3.3 KiB
Plaintext
Shader "Hidden/PostProcessing/MultiScaleVO"
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{
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HLSLINCLUDE
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#pragma exclude_renderers gles gles3 d3d11_9x
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#pragma target 4.5
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/Fog.hlsl"
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TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
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TEXTURE2D_SAMPLER2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture);
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float3 _AOColor;
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// 0 - Depth copy with procedural draw
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo);
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}
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ENDHLSL
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}
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// 1 - Composite to G-buffer with procedural draw
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Pass
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{
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Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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struct Output
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{
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float4 gbuffer0 : SV_Target0;
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float4 gbuffer3 : SV_Target1;
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};
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Output Frag(VaryingsDefault i)
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{
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float ao = 1.0 - SAMPLE_TEXTURE2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo).r;
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Output o;
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o.gbuffer0 = float4(0.0, 0.0, 0.0, ao);
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o.gbuffer3 = float4(ao * _AOColor, 0.0);
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return o;
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}
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ENDHLSL
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}
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// 2 - Composite to the frame buffer
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Pass
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{
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Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma multi_compile _ APPLY_FORWARD_FOG
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#pragma multi_compile _ FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma vertex VertDefault
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#pragma fragment Frag
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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half ao = 1.0 - SAMPLE_TEXTURE2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo).r;
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// Apply fog when enabled (forward-only)
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#if (APPLY_FORWARD_FOG)
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float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo));
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d = ComputeFogDistance(d);
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ao *= ComputeFog(d);
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#endif
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return float4(ao * _AOColor, 0.0);
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}
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ENDHLSL
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}
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// 3 - Debug overlay
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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half ao = SAMPLE_TEXTURE2D(_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo).r;
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return float4(ao.rrr, 1.0);
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}
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ENDHLSL
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}
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}
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}
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