Shader "Aerosol/ComputeDirectIrradiance" { Properties { } SubShader { Pass { Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vertex #pragma fragment frag #include "UnityCG.cginc" #include "functions.hlsl" sampler2D transmittance_texture; struct VS_INPUT { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct VS_OUTPUT { float4 pos : SV_POSITION; float2 texcoords : TEXCOORD0; }; struct PS_OUTPUT { float3 delta_irradiance : SV_Target0; float3 irradiance : SV_Target1; }; VS_OUTPUT vertex(VS_INPUT v) { VS_OUTPUT output; output.pos = UnityObjectToClipPos(v.vertex); output.texcoords = v.uv * IRRADIANCE_TEXTURE_SIZE; return output; } PS_OUTPUT frag(VS_OUTPUT input) { PS_OUTPUT output; output.delta_irradiance = ComputeDirectIrradianceTexture( ATMOSPHERE, transmittance_texture, input.texcoords); output.irradiance = 0; return output; } ENDHLSL } } }