GitHub
8 年前
当前提交
2a8a25a2
共有 4 个文件被更改,包括 133 次插入 和 12 次删除
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawGaussianProfile.shader
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50Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/SubsurfaceScatteringParameters.cs
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84Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader.meta
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Shader "Hidden/HDRenderPipeline/DrawTransmittanceGraph" |
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{ |
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Properties |
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{ |
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[HideInInspector] _StdDev1("", Color) = (0, 0, 0) |
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[HideInInspector] _StdDev2("", Color) = (0, 0, 0) |
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[HideInInspector] _LerpWeight("", Float) = 0 |
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[HideInInspector] _ThicknessScale("", Float) = 0 |
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} |
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SubShader |
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{ |
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Pass |
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{ |
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Cull Off |
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ZTest Off |
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ZWrite Off |
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Blend Off |
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HLSLPROGRAM |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev |
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#pragma vertex Vert |
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#pragma fragment Frag |
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//------------------------------------------------------------------------------------- |
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// Include |
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//------------------------------------------------------------------------------------- |
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#include "ShaderLibrary/Common.hlsl" |
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#include "ShaderLibrary/Color.hlsl" |
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#include "HDRenderPipeline/ShaderVariables.hlsl" |
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//------------------------------------------------------------------------------------- |
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// Inputs & outputs |
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//------------------------------------------------------------------------------------- |
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float4 _StdDev1, _StdDev2; |
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float _LerpWeight, _ThicknessScale; // See 'SubsurfaceScatteringParameters' |
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//------------------------------------------------------------------------------------- |
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// Implementation |
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//------------------------------------------------------------------------------------- |
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struct Attributes |
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{ |
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float3 vertex : POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct Varyings |
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{ |
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float4 vertex : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.vertex = TransformWorldToHClip(input.vertex); |
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output.texcoord = input.texcoord.xy; |
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return output; |
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} |
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float4 Frag(Varyings input) : SV_Target |
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{ |
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float thickness = input.texcoord.x * _ThicknessScale; |
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float t2 = thickness * thickness; |
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float3 var1 = _StdDev1.rgb * _StdDev1.rgb; |
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float3 var2 = _StdDev2.rgb * _StdDev2.rgb; |
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// See ComputeTransmittance() in Lit.hlsl for more details. |
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float3 transmittance = lerp(exp(-t2 * 0.5 * rcp(var1)), |
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exp(-t2 * 0.5 * rcp(var2)), _LerpWeight); |
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return float4(transmittance, 1); |
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} |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: 4517edda0467bb14489d5eccc9973ba2 |
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timeCreated: 1487326565 |
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licenseType: Pro |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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