65 lines
1.7 KiB
Plaintext
65 lines
1.7 KiB
Plaintext
Shader "Aerosol/ComputeSingleScattering"
|
|
{
|
|
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;
|
|
float4x4 luminance_from_radiance;
|
|
int layer;
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 vertex : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 pos : SV_POSITION;
|
|
float2 texcoords : TEXCOORD0;
|
|
};
|
|
|
|
struct PS_OUTPUT
|
|
{
|
|
float3 delta_rayleigh : SV_Target0;
|
|
float3 delta_mie : SV_Target1;
|
|
float4 scattering : SV_Target2;
|
|
};
|
|
|
|
VS_OUTPUT vertex(VS_INPUT v)
|
|
{
|
|
VS_OUTPUT output;
|
|
output.pos = UnityObjectToClipPos(v.vertex);
|
|
output.texcoords = v.uv * SCATTERING_TEXTURE_SIZE.xy;
|
|
return output;
|
|
}
|
|
|
|
PS_OUTPUT frag(VS_OUTPUT input)
|
|
{
|
|
PS_OUTPUT output;
|
|
ComputeSingleScatteringTexture(
|
|
ATMOSPHERE, transmittance_texture, float3(input.texcoords, layer + 0.5),
|
|
output.delta_rayleigh, output.delta_mie);
|
|
float3x3 lfr = (float3x3)luminance_from_radiance;
|
|
output.scattering = float4(
|
|
mul(lfr, output.delta_rayleigh),
|
|
mul(lfr, output.delta_mie).r);
|
|
return output;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
}
|