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float4x4 _InvViewProjMatrix; |
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float _SkyDepth; |
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float _DisableSkyOcclusionTest; |
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float _FlipY; |
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// input.positionCS is SV_Position |
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw); |
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// An arbitrary value attempting to match the size of the sky mesh from the Blacksmith demo. |
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const float skyDepth = 0.00025; |
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float depthRaw = max(skyDepth, LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).r); |
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float skyTexWeight = (depthRaw > skyDepth) ? 0.0 : 1.0; |
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float depthRaw = max(_SkyDepth, LOAD_TEXTURE2D(_MainDepthTexture, posInput.unPositionSS).r); |
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float skyTexWeight = (depthRaw > _SkyDepth) ? 0.0 : 1.0; |
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float depthRaw = skyDepth; |
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float depthRaw = _SkyDepth; |
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depthRaw = skyDepth; |
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depthRaw = _SkyDepth; |
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skyTexWeight = 1.0; |
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} |
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