59 lines
1.6 KiB
Plaintext
59 lines
1.6 KiB
Plaintext
Shader "Aerosol/ComputeScatteringDensity"
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{
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Properties
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{
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}
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SubShader
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{
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Pass
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{
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Cull Off ZWrite Off ZTest Always
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HLSLPROGRAM
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#pragma vertex vertex
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "functions.hlsl"
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sampler2D transmittance_texture;
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sampler3D single_rayleigh_scattering_texture;
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sampler3D single_mie_scattering_texture;
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sampler3D multiple_scattering_texture;
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sampler2D irradiance_texture;
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int scattering_order;
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int layer;
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struct VS_INPUT
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 pos : SV_POSITION;
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float2 texcoords : TEXCOORD0;
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};
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VS_OUTPUT vertex(VS_INPUT v)
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{
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VS_OUTPUT output;
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output.pos = UnityObjectToClipPos(v.vertex);
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output.texcoords = v.uv * SCATTERING_TEXTURE_SIZE.xy;
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return output;
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}
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float3 frag(VS_OUTPUT input) : SV_Target
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{
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return ComputeScatteringDensityTexture(
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ATMOSPHERE, transmittance_texture, single_rayleigh_scattering_texture,
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single_mie_scattering_texture, multiple_scattering_texture,
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irradiance_texture, float3(input.texcoords, layer + 0.5),
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scattering_order);
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}
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ENDHLSL
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}
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}
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}
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