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68 行
2.0 KiB

Shader "Hidden/HDRenderLoop/GGXConvolve"
{
SubShader
{
Pass
{
ZWrite Off
ZTest LEqual
Blend One Zero
HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag
#include "Common.hlsl"
#include "ImageBasedLighting.hlsl"
struct Attributes
{
float3 positionCS : POSITION;
float3 eyeVector : NORMAL;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 eyeVector : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0);
output.eyeVector = input.eyeVector;
return output;
}
TEXTURECUBE(_MainTex);
SAMPLERCUBE(sampler_MainTex);
float _Level;
float _MipMapCount;
float _InvOmegaP;
half4 Frag(Varyings input) : SV_Target
{
float3 N = input.eyeVector;
float3 V = N;
float perceptualRoughness = mipmapLevelToPerceptualRoughness(_Level);
// We approximate the pre-integration with V == N
float4 val = IntegrateLD( TEXTURECUBE_PARAM(_MainTex, sampler_MainTex),
V,
N,
PerceptualRoughnessToRoughness(perceptualRoughness),
_MipMapCount,
_InvOmegaP,
2048,
false);
return val;
}
ENDHLSL
}
}
}