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453 lines
7.9 KiB
453 lines
7.9 KiB
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' |
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Shader "Hidden/SSAO Pro - High Precision Depth Map" |
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{ |
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Properties |
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{ |
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_MainTex ("", 2D) = "white" {} |
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_Cutoff ("", Float) = 0.5 |
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_Color ("", Color) = (1,1,1,1) |
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} |
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Category |
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{ |
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Fog { Mode Off } |
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SubShader |
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{ |
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Tags { "RenderType"="Opaque" } |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 depth : TEXCOORD0; |
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}; |
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v2f vert(appdata_base v) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.depth = o.pos.zw; |
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return o; |
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} |
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float4 frag(v2f i) : COLOR |
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{ |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="TransparentCutout" } |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 depth : TEXCOORD1; |
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float3 norm : TEXCOORD2; |
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}; |
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uniform float4 _MainTex_ST; |
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v2f vert(appdata_base v) |
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{ |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); |
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o.depth = o.pos.zw; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform float _Cutoff; |
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uniform float4 _Color; |
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float4 frag(v2f i) : COLOR |
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{ |
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float4 texcol = tex2D(_MainTex, i.uv); |
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clip(texcol.a * _Color.a - _Cutoff); |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="TreeBark" } |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma glsl_no_auto_normalization |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 depth : TEXCOORD0; |
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}; |
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v2f vert(appdata_full v) |
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{ |
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v2f o; |
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TreeVertBark(v); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.depth = o.pos.zw; |
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return o; |
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} |
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float4 frag(v2f i) : COLOR |
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{ |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="TreeLeaf" } |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma glsl_no_auto_normalization |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 depth : TEXCOORD1; |
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float3 norm : TEXCOORD2; |
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}; |
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v2f vert(appdata_full v) |
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{ |
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v2f o; |
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TreeVertLeaf(v); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = o.pos.zw; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform float _Cutoff; |
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float4 frag(v2f i) : COLOR |
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{ |
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half alpha = tex2D(_MainTex, i.uv).a; |
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clip(alpha - _Cutoff); |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="TreeOpaque" } |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 depth : TEXCOORD0; |
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}; |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 color : COLOR; |
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}; |
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v2f vert(appdata v) |
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{ |
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v2f o; |
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TerrainAnimateTree(v.vertex, v.color.w); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.depth = o.pos.zw; |
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return o; |
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} |
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float4 frag(v2f i) : COLOR |
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{ |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="TreeTransparentCutout" } |
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Pass |
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{ |
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Cull Back |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 depth : TEXCOORD1; |
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}; |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 color : COLOR; |
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float4 texcoord : TEXCOORD0; |
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}; |
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v2f vert(appdata v) |
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{ |
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v2f o; |
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TerrainAnimateTree(v.vertex, v.color.w); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = o.pos.zw; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform float _Cutoff; |
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float4 frag(v2f i) : COLOR |
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{ |
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half alpha = tex2D(_MainTex, i.uv).a; |
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clip(alpha - _Cutoff); |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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Pass |
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{ |
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Cull Front |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 depth : TEXCOORD1; |
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}; |
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struct appdata |
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{ |
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float4 vertex : POSITION; |
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float4 color : COLOR; |
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float4 texcoord : TEXCOORD0; |
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}; |
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v2f vert(appdata v) |
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{ |
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v2f o; |
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TerrainAnimateTree(v.vertex, v.color.w); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = o.pos.zw; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform float _Cutoff; |
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float4 frag(v2f i) : COLOR |
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{ |
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half alpha = tex2D(_MainTex, i.uv).a; |
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clip(alpha - _Cutoff); |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="TreeBillboard" } |
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Pass |
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{ |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 depth : TEXCOORD1; |
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}; |
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v2f vert(appdata_tree_billboard v) |
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{ |
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v2f o; |
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TerrainBillboardTree(v.vertex, v.texcoord1.xy, v.texcoord.y); |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv.x = v.texcoord.x; |
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o.uv.y = v.texcoord.y > 0; |
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o.depth = o.pos.zw; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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float4 frag(v2f i) : COLOR |
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{ |
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float4 texcol = tex2D(_MainTex, i.uv); |
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clip(texcol.a - 0.001); |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="GrassBillboard" } |
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Pass |
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{ |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "TerrainEngine.cginc" |
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#pragma glsl_no_auto_normalization |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float4 color : COLOR; |
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float2 uv : TEXCOORD0; |
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float2 depth : TEXCOORD1; |
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}; |
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v2f vert(appdata_full v) |
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{ |
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v2f o; |
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WavingGrassBillboardVert(v); |
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o.color = v.color; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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o.depth = o.pos.zw; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform float _Cutoff; |
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float4 frag(v2f i) : COLOR |
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{ |
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float4 texcol = tex2D(_MainTex, i.uv); |
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float alpha = texcol.a * i.color.a; |
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clip(alpha - _Cutoff); |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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SubShader |
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{ |
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Tags { "RenderType"="Grass" } |
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Pass |
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{ |
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Cull Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#include "UnityCG.cginc" |
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#include "TerrainEngine.cginc" |
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struct v2f |
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{ |
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float4 pos : SV_POSITION; |
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float4 color : COLOR; |
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float2 uv : TEXCOORD0; |
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float2 depth : TEXCOORD1; |
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}; |
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v2f vert(appdata_full v) |
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{ |
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v2f o; |
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WavingGrassVert(v); |
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o.color = v.color; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord; |
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o.depth = o.pos.zw; |
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return o; |
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} |
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uniform sampler2D _MainTex; |
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uniform float _Cutoff; |
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float4 frag(v2f i) : COLOR |
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{ |
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float4 texcol = tex2D(_MainTex, i.uv); |
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float alpha = texcol.a * i.color.a; |
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clip(alpha - _Cutoff); |
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return i.depth.x / i.depth.y; |
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} |
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ENDCG |
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} |
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} |
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} |
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Fallback Off |
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}
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