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222 行
4.5 KiB

Shader "Hidden/SunShaftsComposite" {
Properties {
_MainTex ("Base", 2D) = "" {}
_ColorBuffer ("Color", 2D) = "" {}
_Skybox ("Skybox", 2D) = "" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
#if UNITY_UV_STARTS_AT_TOP
float2 uv1 : TEXCOORD1;
#endif
};
struct v2f_radial {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float2 blurVector : TEXCOORD1;
};
sampler2D _MainTex;
sampler2D _ColorBuffer;
sampler2D _Skybox;
sampler2D_float _CameraDepthTexture;
uniform half4 _SunThreshold;
uniform half4 _SunColor;
uniform half4 _BlurRadius4;
uniform half4 _SunPosition;
uniform half4 _MainTex_TexelSize;
#define SAMPLES_FLOAT 6.0f
#define SAMPLES_INT 6
v2f vert( appdata_img v ) {
v2f o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
o.uv1 = v.texcoord.xy;
if (_MainTex_TexelSize.y < 0)
o.uv1.y = 1-o.uv1.y;
#endif
return o;
}
half4 fragScreen(v2f i) : SV_Target {
half4 colorA = tex2D (_MainTex, i.uv.xy);
#if UNITY_UV_STARTS_AT_TOP
half4 colorB = tex2D (_ColorBuffer, i.uv1.xy);
#else
half4 colorB = tex2D (_ColorBuffer, i.uv.xy);
#endif
half4 depthMask = saturate (colorB * _SunColor);
return 1.0f - (1.0f-colorA) * (1.0f-depthMask);
}
half4 fragAdd(v2f i) : SV_Target {
half4 colorA = tex2D (_MainTex, i.uv.xy);
#if UNITY_UV_STARTS_AT_TOP
half4 colorB = tex2D (_ColorBuffer, i.uv1.xy);
#else
half4 colorB = tex2D (_ColorBuffer, i.uv.xy);
#endif
half4 depthMask = saturate (colorB * _SunColor);
return colorA + depthMask;
}
v2f_radial vert_radial( appdata_img v ) {
v2f_radial o;
o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = v.texcoord.xy;
o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy;
return o;
}
half4 frag_radial(v2f_radial i) : SV_Target
{
half4 color = half4(0,0,0,0);
for(int j = 0; j < SAMPLES_INT; j++)
{
half4 tmpColor = tex2D(_MainTex, i.uv.xy);
color += tmpColor;
i.uv.xy += i.blurVector;
}
return color / SAMPLES_FLOAT;
}
half TransformColor (half4 skyboxValue) {
return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0,0,0)), half3(1,1,1)); // threshold and convert to greyscale
}
half4 frag_depth (v2f i) : SV_Target {
#if UNITY_UV_STARTS_AT_TOP
float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy);
#else
float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
#endif
half4 tex = tex2D (_MainTex, i.uv.xy);
depthSample = Linear01Depth (depthSample);
// consider maximum radius
#if UNITY_UV_STARTS_AT_TOP
half2 vec = _SunPosition.xy - i.uv1.xy;
#else
half2 vec = _SunPosition.xy - i.uv.xy;
#endif
half dist = saturate (_SunPosition.w - length (vec.xy));
half4 outColor = 0;
// consider shafts blockers
if (depthSample > 0.99)
outColor = TransformColor (tex) * dist;
return outColor;
}
half4 frag_nodepth (v2f i) : SV_Target {
#if UNITY_UV_STARTS_AT_TOP
float4 sky = (tex2D (_Skybox, i.uv1.xy));
#else
float4 sky = (tex2D (_Skybox, i.uv.xy));
#endif
float4 tex = (tex2D (_MainTex, i.uv.xy));
// consider maximum radius
#if UNITY_UV_STARTS_AT_TOP
half2 vec = _SunPosition.xy - i.uv1.xy;
#else
half2 vec = _SunPosition.xy - i.uv.xy;
#endif
half dist = saturate (_SunPosition.w - length (vec));
half4 outColor = 0;
// find unoccluded sky pixels
// consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded
if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2)
outColor = TransformColor (sky) * dist;
return outColor;
}
ENDCG
Subshader {
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragScreen
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert_radial
#pragma fragment frag_radial
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_depth
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag_nodepth
ENDCG
}
Pass {
ZTest Always Cull Off ZWrite Off
CGPROGRAM
#pragma vertex vert
#pragma fragment fragAdd
ENDCG
}
}
Fallback off
} // shader