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142 行
3.1 KiB
142 行
3.1 KiB
Shader "Hidden/Internal-TiledReflections" {
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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 EvalIndirectSpecular(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 "TiledReflectionTemplate.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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float3 ExecuteReflectionProbes(uint2 pixCoord, uint start, uint numLights, float linDepth);
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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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float occlusion;
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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)
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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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data.occlusion = gbuffer0.a;
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return data;
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}
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float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind)
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{
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StandardData data = g_localParams.gbuf;
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return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb;
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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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StandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2);
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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 numReflectionsProcessed = 0;
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float3 c = ExecuteReflectionListTiled(numReflectionsProcessed, pixCoord, vP, data.normalWorld, Vworld, data.smoothness);
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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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