vlad-andreev
8 年前
当前提交
326ac6a3
共有 3 个文件被更改,包括 55 次插入 和 19 次删除
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5Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
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15Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader
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54Assets/ScriptableRenderLoop/fptl/FinalPass.shader
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// Final compositing pass, just does gamma conversion for now. |
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Shader "Hidden/FinalPass" |
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{ |
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Properties { _MainTex ("Texture", any) = "" {} } |
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SubShader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 2.0 |
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#pragma multi_compile __ UNITY_COLORSPACE_GAMMA |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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uniform float4 _MainTex_ST; |
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struct appdata_t { |
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float4 vertex : POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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struct v2f { |
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float4 vertex : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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v2f vert (appdata_t v) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(v.vertex); |
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o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); |
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return o; |
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} |
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fixed4 frag (v2f i) : SV_Target |
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{ |
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float4 c = tex2D(_MainTex, i.texcoord); |
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#if defined(UNITY_COLORSPACE_GAMMA) |
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return c; |
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#else |
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return float4(pow(c.xyz,1/2.2), c.w); |
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#endif |
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} |
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ENDCG |
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} |
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} |
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Fallback Off |
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} |
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