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64 行
2.3 KiB

Shader "Hidden/HDRenderPipeline/OpaqueAtmosphericScattering"
{
SubShader
{
Pass
{
Cull Off
ZTest Always
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag
#pragma multi_compile _ DEBUG_DISPLAY
// #pragma enable_d3d11_debug_symbols
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/Color.hlsl"
#include "HDRP/ShaderVariables.hlsl"
#include "HDRP/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
if (depth == UNITY_RAW_FAR_CLIP_VALUE)
{
// When a pixel is at far plane, the world space coordinate reconstruction is not reliable.
// So in order to have a valid position (for example for height fog) we just consider that the sky is a sphere centered on camera with a radius of 5km (arbitrarily chosen value!)
// And recompute the position on the sphere with the current camera direction.
float3 viewDirection = -GetWorldSpaceNormalizeViewDir(posInput.positionWS) * 5000.0f;
posInput.positionWS = GetPrimaryCameraPosition() + viewDirection;
}
return EvaluateAtmosphericScattering(posInput);
}
ENDHLSL
}
}
}