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97 lines
1.9 KiB
97 lines
1.9 KiB
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Shader "Hidden/PrepareSunShaftsBlur" { |
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Properties { |
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_MainTex ("Base", 2D) = "" {} |
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_Skybox ("Skybox", 2D) = "" {} |
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} |
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CGINCLUDE |
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#include "UnityCG.cginc" |
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struct v2f { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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}; |
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sampler2D _MainTex; |
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sampler2D _Skybox; |
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sampler2D_float _CameraDepthTexture; |
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uniform half _NoSkyBoxMask; |
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uniform half4 _SunPosition; |
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v2f vert (appdata_img v) { |
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v2f o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv = v.texcoord.xy; |
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return o; |
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} |
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half TransformColor (half4 skyboxValue) { |
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return max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11))); |
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} |
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half4 frag (v2f i) : SV_Target { |
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float depthSample = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy); |
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half4 tex = tex2D (_MainTex, i.uv.xy); |
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depthSample = Linear01Depth (depthSample); |
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// consider maximum radius |
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half2 vec = _SunPosition.xy - i.uv.xy; |
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half dist = saturate (_SunPosition.w - length (vec.xy)); |
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half4 outColor = 0; |
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// consider shafts blockers |
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if (depthSample > 0.99) |
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outColor = TransformColor (tex) * dist; |
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return outColor; |
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} |
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half4 fragNoDepthNeeded (v2f i) : SV_Target { |
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float4 sky = (tex2D (_Skybox, i.uv.xy)); |
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float4 tex = (tex2D (_MainTex, i.uv.xy)); |
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// consider maximum radius |
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half2 vec = _SunPosition.xy - i.uv.xy; |
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half dist = saturate (_SunPosition.w - length (vec)); |
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half4 outColor = 0; |
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if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) |
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outColor = TransformColor (sky) * dist; |
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return outColor; |
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} |
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ENDCG |
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Subshader { |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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ENDCG |
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} |
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Pass { |
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ZTest Always Cull Off ZWrite Off |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment fragNoDepthNeeded |
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ENDCG |
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} |
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} |
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Fallback off |
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} // shader
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