69 lines
1.9 KiB
Plaintext
69 lines
1.9 KiB
Plaintext
Shader "Aerosol/ComputeMultipleScattering"
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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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Blend 0 Off
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Blend 1 One One
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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 scattering_density_texture;
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float4x4 luminance_from_radiance;
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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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struct PS_OUTPUT
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{
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float3 delta_multiple_scattering : SV_Target0;
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float4 scattering : SV_Target1;
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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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PS_OUTPUT frag(VS_OUTPUT input)
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{
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PS_OUTPUT output;
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float nu;
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output.delta_multiple_scattering = ComputeMultipleScatteringTexture(
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ATMOSPHERE, transmittance_texture, scattering_density_texture,
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float3(input.texcoords, layer + 0.5), nu);
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output.scattering = float4(
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mul((float3x3)luminance_from_radiance, output.delta_multiple_scattering) /
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RayleighPhaseFunction(nu),
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0.0);
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return output;
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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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