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70 行
2.0 KiB
70 行
2.0 KiB
Shader "Hidden/HDRenderLoop/Sky/SkyHDRI"
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{
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SubShader
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{
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Pass
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{
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ZWrite Off
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ZTest LEqual
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Blend One Zero
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HLSLPROGRAM
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#pragma target 5.0
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Color.hlsl"
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#include "Common.hlsl"
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#include "CommonLighting.hlsl"
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TEXTURECUBE(_Cubemap);
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SAMPLERCUBE(sampler_Cubemap);
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float4 _SkyParam; // x exposure, y multiplier, z rotation
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struct Attributes
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{
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float3 positionCS : POSITION;
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float3 eyeVector : NORMAL;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 eyeVector : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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// TODO: implement SV_vertexID full screen quad
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Varyings output;
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output.positionCS = float4(input.positionCS.xy, UNITY_RAW_FAR_CLIP_VALUE, 1.0);
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output.eyeVector = input.eyeVector;
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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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float3 dir = normalize(input.eyeVector);
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// Rotate direction
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float phi = DegToRad(_SkyParam.z);
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float cosPhi, sinPhi;
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sincos(phi, sinPhi, cosPhi);
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float3 rotDirX = float3(cosPhi, 0, -sinPhi);
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float3 rotDirY = float3(sinPhi, 0, cosPhi);
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dir = float3(dot(rotDirX, dir), dir.y, dot(rotDirY, dir));
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float3 skyColor = ClampToFloat16Max(SAMPLE_TEXTURECUBE_LOD(_Cubemap, sampler_Cubemap, dir, 0).rgb * exp2(_SkyParam.x) * _SkyParam.y);
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return float4(skyColor, 1.0);
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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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