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62 行
2.2 KiB
62 行
2.2 KiB
Shader "Hidden/HDRenderPipeline/OpaqueAtmosphericScattering"
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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 Always
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#pragma vertex Vert
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#pragma fragment Frag
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// #pragma enable_d3d11_debug_symbols
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/Color.hlsl"
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#include "../ShaderVariables.hlsl"
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#include "AtmosphericScattering/AtmosphericScattering.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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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.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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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 depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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if (depth == UNITY_RAW_FAR_CLIP_VALUE)
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{
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// When a pixel is at far plane, the world space coordinate reconstruction is not reliable.
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// So in order to have a valid position (for example for height fog) we just consider that the sky is a sphere centered on camera with a radius of 5km (arbitrarily chosen value!)
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// And recompute the position on the sphere with the current camera direction.
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float3 viewDirection = -GetWorldSpaceNormalizeViewDir(posInput.positionWS) * 5000.0f;
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posInput.positionWS = GetPrimaryCameraPosition() + viewDirection;
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}
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return EvaluateAtmosphericScattering(posInput);
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}
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ENDHLSL
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}
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}
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}
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