runes
8 年前
当前提交
7b5fc7e9
共有 2 个文件被更改,包括 211 次插入 和 168 次删除
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274Assets/ScriptableRenderLoop/fptl/Internal-DeferredShading.shader
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105Assets/ScriptableRenderLoop/fptl/LightingUtils.hlsl
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Shader "Hidden/Internal-Obscurity" { |
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Properties { |
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_LightTexture0 ("", any) = "" {} |
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_ShadowMapTexture ("", any) = "" {} |
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_SrcBlend ("", Float) = 1 |
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_DstBlend ("", Float) = 1 |
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} |
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SubShader { |
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Pass |
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{ |
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ZWrite Off |
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ZTest Always |
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Cull Off |
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Blend Off |
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//Blend [_SrcBlend] [_DstBlend] |
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CGPROGRAM |
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#pragma target 5.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST |
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#include "UnityLightingCommon.cginc" |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind); |
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// uses the optimized single layered light list for opaques only |
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#ifdef USE_FPTL_LIGHTLIST |
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#define OPAQUES_ONLY |
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#endif |
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#include "TiledLightingTemplate.hlsl" |
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Texture2D _CameraDepthTexture; |
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Texture2D _CameraGBufferTexture0; |
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Texture2D _CameraGBufferTexture1; |
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Texture2D _CameraGBufferTexture2; |
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Texture2D _CameraGBufferTexture3; |
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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 (float4 vertex : POSITION, float2 texcoord : TEXCOORD0) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(vertex); |
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o.texcoord = texcoord.xy; |
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return o; |
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} |
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struct StandardData |
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{ |
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float3 specularColor; |
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float3 diffuseColor; |
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float3 normalWorld; |
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float smoothness; |
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float3 emission; |
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}; |
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struct LocalDataBRDF |
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{ |
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StandardData gbuf; |
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// extras |
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float oneMinusReflectivity; |
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float3 Vworld; |
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}; |
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static LocalDataBRDF g_localParams; |
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StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) |
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{ |
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StandardData data; |
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data.normalWorld = normalize(2*gbuffer2.xyz-1); |
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data.smoothness = gbuffer1.a; |
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data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; |
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float ao = gbuffer0.a; |
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data.emission = gbuffer3.xyz; |
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return data; |
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} |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind) |
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{ |
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StandardData data = g_localParams.gbuf; |
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return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind); |
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} |
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half4 frag (v2f i) : SV_Target |
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{ |
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uint2 pixCoord = ((uint2) i.vertex.xy); |
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float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; |
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float linDepth = GetLinearDepth(zbufDpth); |
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float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth); |
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float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; |
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float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld |
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float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) ); |
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float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) ); |
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float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) ); |
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float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) ); |
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StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2, gbuffer3); |
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g_localParams.gbuf = data; |
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g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); |
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g_localParams.Vworld = Vworld; |
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uint numLightsProcessed = 0; |
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float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld); |
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//c = OverlayHeatMap(numLightsProcessed, c); |
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return float4(c,1.0); |
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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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Shader "Hidden/Internal-Obscurity" { |
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Properties { |
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_LightTexture0 ("", any) = "" {} |
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_ShadowMapTexture ("", any) = "" {} |
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_SrcBlend ("", Float) = 1 |
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_DstBlend ("", Float) = 1 |
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} |
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SubShader { |
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Pass |
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{ |
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ZWrite Off |
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ZTest Always |
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Cull Off |
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Blend Off |
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//Blend [_SrcBlend] [_DstBlend] |
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CGPROGRAM |
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#pragma target 5.0 |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST |
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#include "UnityLightingCommon.cginc" |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind); |
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// uses the optimized single layered light list for opaques only |
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#ifdef USE_FPTL_LIGHTLIST |
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#define OPAQUES_ONLY |
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#endif |
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#include "TiledLightingTemplate.hlsl" |
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Texture2D _CameraDepthTexture; |
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Texture2D _CameraGBufferTexture0; |
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Texture2D _CameraGBufferTexture1; |
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Texture2D _CameraGBufferTexture2; |
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Texture2D _CameraGBufferTexture3; |
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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 (float4 vertex : POSITION, float2 texcoord : TEXCOORD0) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(vertex); |
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o.texcoord = texcoord.xy; |
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return o; |
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} |
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struct StandardData |
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{ |
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float3 specularColor; |
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float3 diffuseColor; |
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float3 normalWorld; |
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float smoothness; |
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float3 emission; |
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}; |
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struct LocalDataBRDF |
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{ |
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StandardData gbuf; |
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// extras |
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float oneMinusReflectivity; |
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float3 Vworld; |
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}; |
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static LocalDataBRDF g_localParams; |
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StandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) |
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{ |
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StandardData data; |
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data.normalWorld = normalize(2*gbuffer2.xyz-1); |
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data.smoothness = gbuffer1.a; |
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data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; |
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float ao = gbuffer0.a; |
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data.emission = gbuffer3.xyz; |
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return data; |
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} |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind) |
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{ |
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StandardData data = g_localParams.gbuf; |
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return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind); |
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} |
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half4 frag (v2f i) : SV_Target |
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{ |
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uint2 pixCoord = ((uint2) i.vertex.xy); |
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float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; |
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float linDepth = GetLinearDepth(zbufDpth); |
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float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth); |
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float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; |
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float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld |
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float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) ); |
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float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) ); |
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float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) ); |
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float4 gbuffer3 = _CameraGBufferTexture3.Load( uint3(pixCoord.xy, 0) ); |
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StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2, gbuffer3); |
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g_localParams.gbuf = data; |
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g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); |
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g_localParams.Vworld = Vworld; |
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uint numLightsProcessed = 0; |
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float3 c = data.emission + ExecuteLightList(numLightsProcessed, pixCoord, vP, vPw, Vworld); |
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//c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c); |
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return float4(c,1.0); |
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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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