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81 行
1.8 KiB

Shader "Hidden/HDRenderPipeline/Sky/GradientSky"
{
HLSLINCLUDE
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "CoreRP/ShaderLibrary/CommonLighting.hlsl"
#include "HDRP/ShaderVariables.hlsl"
float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4
float4 _GradientBottom;
float4 _GradientMiddle;
float4 _GradientTop;
float _GradientDiffusion;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS));
float verticalGradient = viewDirWS.y * _GradientDiffusion;
float topLerpFactor = saturate(-verticalGradient);
float bottomLerpFactor = saturate(verticalGradient);
float3 color = lerp(_GradientMiddle.xyz, _GradientBottom.xyz, bottomLerpFactor);
color = lerp(color, _GradientTop.xyz, topLerpFactor);
return float4 (color, 1.0);
}
ENDHLSL
SubShader
{
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
ENDHLSL
}
Pass
{
ZWrite Off
ZTest LEqual
Blend Off
Cull Off
HLSLPROGRAM
ENDHLSL
}
}
Fallback Off
}