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