59 lines
1.4 KiB
Plaintext
59 lines
1.4 KiB
Plaintext
Shader "Aerosol/ComputeDirectIrradiance"
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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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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_irradiance : SV_Target0;
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float3 irradiance : 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 * IRRADIANCE_TEXTURE_SIZE;
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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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output.delta_irradiance = ComputeDirectIrradianceTexture(
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ATMOSPHERE, transmittance_texture, input.texcoords);
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output.irradiance = 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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