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83 行
3.0 KiB
83 行
3.0 KiB
Shader "Hidden/HDRenderPipeline/DrawTransmittanceGraph"
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{
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Cull Off
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ZTest Always
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ZWrite Off
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Blend Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#pragma vertex Vert
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#pragma fragment Frag
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/CommonMaterial.hlsl"
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#define USE_LEGACY_UNITY_MATRIX_VARIABLES
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#include "HDRP/ShaderVariables.hlsl"
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#include "HDRP/Material/DiffusionProfile/DiffusionProfile.hlsl"
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//-------------------------------------------------------------------------------------
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// Inputs & outputs
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//-------------------------------------------------------------------------------------
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float4 _HalfRcpVarianceAndWeight1, _HalfRcpVarianceAndWeight2;
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float4 _ShapeParam, _TransmissionTint, _ThicknessRemap;
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//-------------------------------------------------------------------------------------
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// Implementation
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//-------------------------------------------------------------------------------------
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struct Attributes
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{
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float3 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : 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.vertex = TransformWorldToHClip(input.vertex);
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output.texcoord = input.texcoord.xy;
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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float d = (_ThicknessRemap.x + input.texcoord.x * (_ThicknessRemap.y - _ThicknessRemap.x));
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float3 T;
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#if SHADEROPTIONS_USE_DISNEY_SSS
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T = ComputeTransmittanceDisney(_ShapeParam.rgb, float3(0.25, 0.25, 0.25), d);
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#else
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T = ComputeTransmittanceJimenez(_HalfRcpVarianceAndWeight1.rgb,
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_HalfRcpVarianceAndWeight1.a,
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_HalfRcpVarianceAndWeight2.rgb,
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_HalfRcpVarianceAndWeight2.a,
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float3(0.25, 0.25, 0.25), d);
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#endif
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// Apply gamma for visualization only. Do not apply gamma to the color.
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return float4(sqrt(T) * _TransmissionTint.rgb, 1);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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