GitHub
8 年前
当前提交
6af2a906
共有 13 个文件被更改,包括 106 次插入 和 202 次删除
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2Assets/ScriptableRenderPipeline/HDRenderPipeline/HDRenderPipeline.cs
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35Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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12Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitData.hlsl
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103Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Resources/CombineSubsurfaceScattering.shader
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30Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs
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1Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs.hlsl
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5Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawSssProfile.shader
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13Assets/ScriptableRenderPipeline/ShaderLibrary/CommonMaterial.hlsl
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14Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
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9Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/DrawGaussianProfile.shader.meta
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84Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/DrawGaussianProfile.shader
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0/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader.meta
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0/Assets/ScriptableRenderPipeline/HDRenderPipeline/SceneSettings/Resources/DrawTransmittanceGraph.shader
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fileFormatVersion: 2 |
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guid: 2e8a76823cb2af944b4b45169f2649f9 |
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timeCreated: 1487181006 |
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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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Shader "Hidden/HDRenderPipeline/DrawGaussianProfile" |
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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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} |
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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 "../ShaderVariables.hlsl" |
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//------------------------------------------------------------------------------------- |
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// Inputs & outputs |
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//------------------------------------------------------------------------------------- |
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float4 _StdDev1, _StdDev2; float _LerpWeight; // 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 dist = length(input.texcoord - 0.5); |
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float3 var1 = _StdDev1.rgb * _StdDev1.rgb; |
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float3 var2 = _StdDev2.rgb * _StdDev2.rgb; |
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// Evaluate the linear combination of two 2D Gaussians instead of |
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// product of a linear combination of two normalized 1D Gaussians |
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// since we do not want to bother artists with the lack of radial symmetry. |
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float3 magnitude = lerp(exp(-dist * dist / (2 * var1)) / (TWO_PI * var1), |
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exp(-dist * dist / (2 * var2)) / (TWO_PI * var2), _LerpWeight); |
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return float4(magnitude, 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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