Shader "Aerosol/ComputeMultipleScattering" { Properties { } SubShader { Pass { Cull Off ZWrite Off ZTest Always Blend 0 Off Blend 1 One One HLSLPROGRAM #pragma vertex vertex #pragma fragment frag #include "UnityCG.cginc" #include "functions.hlsl" sampler2D transmittance_texture; sampler3D scattering_density_texture; float4x4 luminance_from_radiance; int layer; struct VS_INPUT { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct VS_OUTPUT { float4 pos : SV_POSITION; float2 texcoords : TEXCOORD0; }; struct PS_OUTPUT { float3 delta_multiple_scattering : SV_Target0; float4 scattering : SV_Target1; }; VS_OUTPUT vertex(VS_INPUT v) { VS_OUTPUT output; output.pos = UnityObjectToClipPos(v.vertex); output.texcoords = v.uv * SCATTERING_TEXTURE_SIZE.xy; return output; } PS_OUTPUT frag(VS_OUTPUT input) { PS_OUTPUT output; float nu; output.delta_multiple_scattering = ComputeMultipleScatteringTexture( ATMOSPHERE, transmittance_texture, scattering_density_texture, float3(input.texcoords, layer + 0.5), nu); output.scattering = float4( mul((float3x3)luminance_from_radiance, output.delta_multiple_scattering) / RayleighPhaseFunction(nu), 0.0); return output; } ENDHLSL } } }