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53 行
1.5 KiB

Shader "Hidden/HDRenderPipeline/OpaqueAtmosphericScattering"
{
SubShader
{
Pass
{
Cull Off
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#pragma vertex Vert
#pragma fragment Frag
#pragma enable_d3d11_debug_symbols
#include "ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
#include "AtmosphericScattering/AtmosphericScattering.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
return EvaluateAtmosphericScattering(posInput);
}
ENDHLSL
}
}
}