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227 lines
5.2 KiB
227 lines
5.2 KiB
Shader "Hidden/SunShaftsComposite" { |
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Properties { |
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_MainTex ("Base", 2D) = "" {} |
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_ColorBuffer ("Color", 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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#if UNITY_UV_STARTS_AT_TOP |
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float2 uv1 : TEXCOORD1; |
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#endif |
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}; |
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struct v2f_radial { |
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float4 pos : SV_POSITION; |
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float2 uv : TEXCOORD0; |
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float2 blurVector : TEXCOORD1; |
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}; |
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sampler2D _MainTex; |
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sampler2D _ColorBuffer; |
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sampler2D _Skybox; |
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sampler2D_float _CameraDepthTexture; |
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uniform half4 _SunThreshold; |
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uniform half4 _SunColor; |
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uniform half4 _BlurRadius4; |
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uniform half4 _SunPosition; |
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uniform half4 _MainTex_TexelSize; |
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half4 _MainTex_ST; |
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half4 _ColorBuffer_ST; |
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half4 _Skybox_ST; |
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half4 _CameraDepthTexture_ST; |
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#define SAMPLES_FLOAT 6.0f |
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#define SAMPLES_INT 6 |
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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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#if UNITY_UV_STARTS_AT_TOP |
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o.uv1 = v.texcoord.xy; |
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if (_MainTex_TexelSize.y < 0) |
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o.uv1.y = 1-o.uv1.y; |
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#endif |
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return o; |
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} |
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half4 fragScreen(v2f i) : SV_Target { |
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half4 colorA = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); |
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#if UNITY_UV_STARTS_AT_TOP |
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half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST)); |
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#else |
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half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST)); |
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#endif |
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half4 depthMask = saturate (colorB * _SunColor); |
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return 1.0f - (1.0f-colorA) * (1.0f-depthMask); |
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} |
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half4 fragAdd(v2f i) : SV_Target { |
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half4 colorA = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); |
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#if UNITY_UV_STARTS_AT_TOP |
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half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST)); |
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#else |
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half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST)); |
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#endif |
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half4 depthMask = saturate (colorB * _SunColor); |
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return colorA + depthMask; |
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} |
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v2f_radial vert_radial( appdata_img v ) { |
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v2f_radial o; |
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o.pos = UnityObjectToClipPos(v.vertex); |
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o.uv.xy = v.texcoord.xy; |
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o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; |
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return o; |
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} |
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half4 frag_radial(v2f_radial i) : SV_Target |
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{ |
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half4 color = half4(0,0,0,0); |
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for(int j = 0; j < SAMPLES_INT; j++) |
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{ |
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half4 tmpColor = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); |
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color += tmpColor; |
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i.uv.xy += i.blurVector; |
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} |
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return color / SAMPLES_FLOAT; |
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} |
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half TransformColor (half4 skyboxValue) { |
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return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0,0,0)), half3(1,1,1)); // threshold and convert to greyscale |
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} |
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half4 frag_depth (v2f i) : SV_Target { |
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#if UNITY_UV_STARTS_AT_TOP |
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float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST)); |
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#else |
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float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _CameraDepthTexture_ST)); |
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#endif |
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half4 tex = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); |
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depthSample = Linear01Depth (depthSample); |
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// consider maximum radius |
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#if UNITY_UV_STARTS_AT_TOP |
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half2 vec = _SunPosition.xy - i.uv1.xy; |
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#else |
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half2 vec = _SunPosition.xy - i.uv.xy; |
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#endif |
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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 frag_nodepth (v2f i) : SV_Target { |
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#if UNITY_UV_STARTS_AT_TOP |
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float4 sky = (tex2D (_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _Skybox_ST))); |
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#else |
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float4 sky = (tex2D (_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _Skybox_ST))); |
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#endif |
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float4 tex = (tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST))); |
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// consider maximum radius |
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#if UNITY_UV_STARTS_AT_TOP |
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half2 vec = _SunPosition.xy - i.uv1.xy; |
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#else |
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half2 vec = _SunPosition.xy - i.uv.xy; |
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#endif |
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half dist = saturate (_SunPosition.w - length (vec)); |
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half4 outColor = 0; |
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// find unoccluded sky pixels |
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// consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded |
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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 fragScreen |
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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_radial |
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#pragma fragment frag_radial |
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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 frag_depth |
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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 frag_nodepth |
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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 fragAdd |
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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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