Shader "Hidden/Internal-TiledReflections" { Properties { _LightTexture0 ("", any) = "" {} _ShadowMapTexture ("", any) = "" {} _SrcBlend ("", Float) = 1 _DstBlend ("", Float) = 1 } SubShader { Pass { ZWrite Off ZTest Always Cull Off //Blend Off Blend [_SrcBlend] [_DstBlend] CGPROGRAM #pragma target 4.5 #pragma vertex vert #pragma fragment frag #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #pragma multi_compile __ ENABLE_DEBUG #include "UnityLightingCommon.cginc" float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind); // uses the optimized single layered light list for opaques only #ifdef USE_FPTL_LIGHTLIST #define OPAQUES_ONLY #endif #include "TiledReflectionTemplate.hlsl" Texture2D _CameraDepthTexture; Texture2D _CameraGBufferTexture0; Texture2D _CameraGBufferTexture1; Texture2D _CameraGBufferTexture2; float3 ExecuteReflectionProbes(uint2 pixCoord, uint start, uint numLights, float linDepth); struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0) { v2f o; o.vertex = UnityObjectToClipPos(vertex); o.texcoord = texcoord.xy; return o; } struct StandardData { float3 specularColor; float3 diffuseColor; float3 normalWorld; float smoothness; float occlusion; }; struct LocalDataBRDF { StandardData gbuf; // extras float oneMinusReflectivity; float3 Vworld; }; static LocalDataBRDF g_localParams; StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2) { StandardData data; data.normalWorld = normalize(2*gbuffer2.xyz-1); data.smoothness = gbuffer1.a; data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; data.occlusion = gbuffer0.a; return data; } float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind) { StandardData data = g_localParams.gbuf; return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb; } half4 frag (v2f i) : SV_Target { uint2 pixCoord = ((uint2) i.vertex.xy); float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; float linDepth = GetLinearDepth(zbufDpth); float3 vP = GetViewPosFromLinDepth(i.vertex.xy, linDepth); float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) ); float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) ); float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) ); StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2); g_localParams.gbuf = data; g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); g_localParams.Vworld = Vworld; uint numReflectionsProcessed = 0; float3 c = ExecuteReflectionList(numReflectionsProcessed, pixCoord, vP, data.normalWorld, Vworld, data.smoothness); #if ENABLE_DEBUG c = OverlayHeatMap(pixCoord & 15, numReflectionsProcessed, c); #endif return float4(c,1.0); } ENDCG } } Fallback Off }