67 lines
1.8 KiB
Plaintext
67 lines
1.8 KiB
Plaintext
Shader "Aerosol/ComputeIndirectIrradiance"
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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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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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int scattering_order;
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float4x4 luminance_from_radiance;
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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 = ComputeIndirectIrradianceTexture(
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ATMOSPHERE, single_rayleigh_scattering_texture,
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single_mie_scattering_texture, multiple_scattering_texture,
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input.texcoords, scattering_order);
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output.irradiance = mul((float3x3)luminance_from_radiance, output.delta_irradiance);
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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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