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