add moit
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 1120789876}
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m_StaticShadowCaster: 0
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_GameObject: {fileID: 1911407709}
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m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0}
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--- !u!1001 &1913663551
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PrefabInstance:
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m_GameObject: {fileID: 2128448438}
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m_LocalPosition: {x: -0.88, y: 1.02, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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- {fileID: 1120789876}
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@ -4,6 +4,9 @@ Shader "OIT/LLOIT/LLOITSimpleTranspatent"
|
||||
{
|
||||
_Color("Color", Color) = (1,1,1,1)
|
||||
_MainTex("MainTex", 2D) = "white" {}
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||||
[Enum(Off, 0, Front, 1, Back, 2)]
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||||
_Cull("Cull", Float) = 2.0
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||||
}
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||||
SubShader
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||||
{
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||||
@ -15,7 +18,7 @@ Shader "OIT/LLOIT/LLOITSimpleTranspatent"
|
||||
ZTest LEqual
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||||
ZWrite Off
|
||||
ColorMask 0
|
||||
Cull Off
|
||||
Cull [_Cull]
|
||||
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
|
||||
@ -6,49 +6,71 @@ Shader "Hidden/MOITComposite"
|
||||
}
|
||||
|
||||
HLSLINCLUDE
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
// The Blit.hlsl file provides the vertex shader (Vert),
|
||||
// the input structure (Attributes), and the output structure (Varyings)
|
||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
#ifdef _MOMENT_SINGLE_PRECISION
|
||||
TEXTURE2D_FLOAT(_B0);
|
||||
#else
|
||||
TEXTURE2D_HALF(_B0);
|
||||
v2f vert(uint vertexID: SV_VertexID)
|
||||
{
|
||||
v2f o;
|
||||
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
|
||||
float4 pos = float4(uv * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0);
|
||||
#ifdef UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
|
||||
pos = ApplyPretransformRotation(pos);
|
||||
#endif
|
||||
//TEXTURE2D(_MOIT); // _MOIT is _BlitTexture since we don't need to sample screen tex (alpha blended)
|
||||
|
||||
// sampler_PointClamp sampler_LinearClamp
|
||||
#define singleSampler sampler_LinearClamp
|
||||
|
||||
half4 MOITComposite(Varyings input) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
#if UNITY_UV_STARTS_AT_TOP
|
||||
uv = float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
|
||||
#endif
|
||||
|
||||
//float4 moit = SAMPLE_TEXTURE2D(_BlitTexture, singleSampler, input.texcoord);
|
||||
half4 moit = SAMPLE_TEXTURE2D(_BlitTexture, singleSampler, input.texcoord);
|
||||
#ifdef _MOMENT_SINGLE_PRECISION
|
||||
float b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
||||
#else
|
||||
half b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
||||
#endif
|
||||
moit.rgb /= moit.a;
|
||||
o.vertex = pos;
|
||||
o.uv = uv;
|
||||
return o;
|
||||
}
|
||||
|
||||
#if _CATCHBIASERRORS_ON
|
||||
// catch negative color values when alpha is very close to 1 (>0.99)
|
||||
// TODO: explore why the non shader graph tmpro shader writes negatives values in moit texture (in game view only)
|
||||
return half4(max(moit.rgb, 0.0), exp(-b0));
|
||||
#else
|
||||
return half4(moit.rgb, exp(-b0));
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef _MOMENT_SINGLE_PRECISION
|
||||
TEXTURE2D_FLOAT (_B0);
|
||||
#else
|
||||
TEXTURE2D_HALF(_B0);
|
||||
#endif
|
||||
|
||||
// TEXTURE2D(_MOIT_Texture);
|
||||
SAMPLER(sampler_LinearClamp);
|
||||
|
||||
TEXTURE2D_HALF(_MOIT);
|
||||
SAMPLER(sampler_MOIT);
|
||||
|
||||
half4 MOITComposite(v2f input) : SV_Target
|
||||
{
|
||||
half4 moit = SAMPLE_TEXTURE2D(_MOIT, sampler_MOIT, input.uv);
|
||||
#ifdef _MOMENT_SINGLE_PRECISION
|
||||
float b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.uv).r;
|
||||
#else
|
||||
half b0 = SAMPLE_TEXTURE2D(_B0, sampler_LinearClamp, input.uv).r;
|
||||
#endif
|
||||
moit.rgb /= moit.a;
|
||||
|
||||
#if _CATCHBIASERRORS_ON
|
||||
// catch negative color values when alpha is very close to 1 (>0.99)
|
||||
// TODO: explore why the non shader graph tmpro shader writes negatives values in moit texture (in game view only)
|
||||
return half4(max(moit.rgb, 0.0), exp(-b0));
|
||||
#else
|
||||
return half4(max(0,moit.rgb), exp(-b0));
|
||||
#endif
|
||||
}
|
||||
ENDHLSL
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" }
|
||||
Tags
|
||||
{
|
||||
"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"
|
||||
}
|
||||
|
||||
ZWrite Off Cull Off
|
||||
Pass
|
||||
@ -59,55 +81,56 @@ Shader "Hidden/MOITComposite"
|
||||
Blend OneMinusSrcAlpha SrcAlpha
|
||||
|
||||
HLSLPROGRAM
|
||||
|
||||
#pragma vertex Vert
|
||||
#pragma vertex vert
|
||||
#pragma fragment MOITComposite
|
||||
|
||||
#pragma enable_d3d11_debug_symbols
|
||||
|
||||
#pragma multi_compile_fragment _MOMENT_HALF_PRECISION __MOMENT_SINGLE_PRECISION
|
||||
#pragma shader_feature _CATCHBIASERRORS_ON
|
||||
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
// Pass
|
||||
// {
|
||||
// Name "CompositeFrameBuffer"
|
||||
//
|
||||
// ZTest Always
|
||||
// Blend OneMinusSrcAlpha SrcAlpha
|
||||
//
|
||||
// HLSLPROGRAM
|
||||
//
|
||||
// #pragma vertex Vert
|
||||
// #pragma fragment MOITCompositeFB
|
||||
//
|
||||
// #pragma shader_feature _CATCHBIASERRORS_ON
|
||||
//
|
||||
// FRAMEBUFFER_INPUT_X_FLOAT(0);
|
||||
//
|
||||
// half4 MOITCompositeFB(Varyings input) : SV_Target
|
||||
// {
|
||||
// UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
//
|
||||
// //float4 moit = SAMPLE_TEXTURE2D(_BlitTexture, singleSampler, input.texcoord);
|
||||
// //float4 moit = LOAD_FRAMEBUFFER_X_INPUT(0, input.positionCS.xy);
|
||||
// half4 moit = LOAD_FRAMEBUFFER_X_INPUT(0, input.positionCS.xy);
|
||||
// #ifdef _MOMENT_SINGLE_PRECISION
|
||||
// float b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
||||
// #else
|
||||
// half b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
||||
// #endif
|
||||
// moit.rgb /= moit.a;
|
||||
//
|
||||
// #if _CATCHBIASERRORS_ON
|
||||
// // catch negative color values when alpha is very close to 1 (>0.99)
|
||||
// // TODO: explore why the non shader graph tmpro shader writes negatives values in moit texture (in game view only)
|
||||
// return half4(max(moit.rgb, 0.0), exp(-b0));
|
||||
// #else
|
||||
// return half4(moit.rgb, exp(-b0));
|
||||
// #endif
|
||||
// }
|
||||
//
|
||||
// ENDHLSL
|
||||
// }
|
||||
// Pass
|
||||
// {
|
||||
// Name "CompositeFrameBuffer"
|
||||
//
|
||||
// ZTest Always
|
||||
// Blend OneMinusSrcAlpha SrcAlpha
|
||||
//
|
||||
// HLSLPROGRAM
|
||||
//
|
||||
// #pragma vertex Vert
|
||||
// #pragma fragment MOITCompositeFB
|
||||
//
|
||||
// #pragma shader_feature _CATCHBIASERRORS_ON
|
||||
//
|
||||
// FRAMEBUFFER_INPUT_X_FLOAT(0);
|
||||
//
|
||||
// half4 MOITCompositeFB(Varyings input) : SV_Target
|
||||
// {
|
||||
// UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||||
//
|
||||
// //float4 moit = SAMPLE_TEXTURE2D(_BlitTexture, singleSampler, input.texcoord);
|
||||
// //float4 moit = LOAD_FRAMEBUFFER_X_INPUT(0, input.positionCS.xy);
|
||||
// half4 moit = LOAD_FRAMEBUFFER_X_INPUT(0, input.positionCS.xy);
|
||||
// #ifdef _MOMENT_SINGLE_PRECISION
|
||||
// float b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
||||
// #else
|
||||
// half b0 = SAMPLE_TEXTURE2D(_B0, singleSampler, input.texcoord).r;
|
||||
// #endif
|
||||
// moit.rgb /= moit.a;
|
||||
//
|
||||
// #if _CATCHBIASERRORS_ON
|
||||
// // catch negative color values when alpha is very close to 1 (>0.99)
|
||||
// // TODO: explore why the non shader graph tmpro shader writes negatives values in moit texture (in game view only)
|
||||
// return half4(max(moit.rgb, 0.0), exp(-b0));
|
||||
// #else
|
||||
// return half4(moit.rgb, exp(-b0));
|
||||
// #endif
|
||||
// }
|
||||
//
|
||||
// ENDHLSL
|
||||
// }
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -101,6 +101,11 @@ public class MOITFeature : ScriptableRendererFeature
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
moitHandle?.Release();
|
||||
b0?.Release();
|
||||
b1?.Release();
|
||||
b2?.Release();
|
||||
commandBuffer?.Release();
|
||||
}
|
||||
|
||||
RTHandle moitHandle;
|
||||
@ -148,6 +153,57 @@ public class MOITFeature : ScriptableRendererFeature
|
||||
}
|
||||
|
||||
Vector4 wrappingZoneParameters = ComputeWrappingZoneParameters();
|
||||
|
||||
public static bool GetViewDepthMinMaxWithRenderQueue(Camera camera, RenderQueueRange range,
|
||||
out Vector2 minMax)
|
||||
{
|
||||
minMax = Vector2.zero;
|
||||
bool b = false;
|
||||
Bounds bounds = new Bounds();
|
||||
|
||||
Renderer[] coms = Renderer.FindObjectsOfType<Renderer>();
|
||||
|
||||
if (null == coms || 0 == coms.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
foreach (var p in coms)
|
||||
{
|
||||
Renderer r = p.GetComponent<Renderer>();
|
||||
if (null != r && r.enabled
|
||||
&& r.sharedMaterial.renderQueue >= range.lowerBound && r.sharedMaterial.renderQueue <= range.upperBound)
|
||||
{
|
||||
if (r is SkinnedMeshRenderer)
|
||||
{
|
||||
(r as SkinnedMeshRenderer).sharedMesh.RecalculateBounds();
|
||||
}
|
||||
Bounds rb = r.bounds;
|
||||
if (b)
|
||||
{
|
||||
bounds.Encapsulate(rb);
|
||||
}
|
||||
else
|
||||
{
|
||||
bounds = rb;
|
||||
b = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!b)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector3 fwd = camera.transform.forward;
|
||||
Vector3 c2b = bounds.center - camera.transform.position;
|
||||
float c2bDis = Vector3.Dot(fwd, c2b);
|
||||
float bs = bounds.extents.magnitude;
|
||||
|
||||
minMax.x = Mathf.Max(0, c2bDis - bs);
|
||||
minMax.y = c2bDis + bs;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
||||
{
|
||||
@ -161,14 +217,28 @@ public class MOITFeature : ScriptableRendererFeature
|
||||
// prevent the use of half precision power moments as quantization relies on ROVs
|
||||
if (isHalfPrecision && !settings.trigonometric)
|
||||
isHalfPrecision = false;
|
||||
|
||||
|
||||
|
||||
var cmd = commandBuffer;
|
||||
using var scp = new ProfilingScope(cmd, profiler);
|
||||
var rdr = renderingData.cameraData.renderer;
|
||||
ref var cameraData = ref renderingData.cameraData;
|
||||
|
||||
|
||||
var renderQueue = new RenderQueueRange()
|
||||
{
|
||||
lowerBound = settings.renderQueueMin,
|
||||
upperBound = settings.renderQueueMax
|
||||
};
|
||||
|
||||
if (!GetViewDepthMinMaxWithRenderQueue(cameraData.camera, renderQueue, out Vector2 viewDepthMinMax))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RenderTextureDescriptor baseDescriptor = cameraData.cameraTargetDescriptor;
|
||||
baseDescriptor.colorFormat = RenderTextureFormat.ARGBHalf;
|
||||
|
||||
baseDescriptor.depthBufferBits = 0;
|
||||
RenderingUtils.ReAllocateIfNeeded(ref moitHandle, baseDescriptor, name: "_MOIT_Texture");
|
||||
|
||||
RenderTextureDescriptor descriptorFloat4;
|
||||
@ -212,7 +282,7 @@ public class MOITFeature : ScriptableRendererFeature
|
||||
SortingCriteria sortingCritera = settings.sortBackToFront ? SortingCriteria.BackToFront | SortingCriteria.OptimizeStateChanges : SortingCriteria.OptimizeStateChanges;
|
||||
|
||||
float momentBias = 0;
|
||||
Vector2 viewDepthMinMax = Vector2.zero;
|
||||
|
||||
if (isHalfPrecision)
|
||||
{
|
||||
if (settings.momentsCount == MomentsCount._4)
|
||||
@ -265,7 +335,6 @@ public class MOITFeature : ScriptableRendererFeature
|
||||
// setup keywords
|
||||
CoreUtils.SetKeyword(cmd, "_MOMENT6", settings.momentsCount == MomentsCount._6);
|
||||
CoreUtils.SetKeyword(cmd, "_MOMENT8", settings.momentsCount == MomentsCount._8);
|
||||
//CoreUtils.SetKeyword(cmd, "_MOMENT_HALF_PRECISION", data.momentsPrecision == FloatPrecision._Half);
|
||||
CoreUtils.SetKeyword(cmd, "_MOMENT_HALF_PRECISION", isHalfPrecision);
|
||||
CoreUtils.SetKeyword(cmd, "_MOMENT_SINGLE_PRECISION", !isHalfPrecision);
|
||||
CoreUtils.SetKeyword(cmd, "_TRIGONOMETRIC", settings.trigonometric);
|
||||
@ -273,39 +342,50 @@ public class MOITFeature : ScriptableRendererFeature
|
||||
Vector2 logViewDepthMinDelta = new Vector2(Mathf.Log(viewDepthMinMax.x), Mathf.Log(viewDepthMinMax.y));
|
||||
logViewDepthMinDelta.y = logViewDepthMinDelta.y - logViewDepthMinDelta.x;
|
||||
cmd.SetGlobalVector(logViewMinDeltaID, logViewDepthMinDelta);
|
||||
|
||||
if (settings.trigonometric)
|
||||
{
|
||||
cmd.SetGlobalVector(wrappingZoneParametersID, wrappingZoneParameters);
|
||||
}
|
||||
cmd.SetGlobalFloat(biasID, momentBias);
|
||||
cmd.SetGlobalFloat(alphaToMaskAvailableID, 0.0f);
|
||||
cmd.ClearRenderTarget(false, true, Color.clear);
|
||||
var renderQueue = new RenderQueueRange()
|
||||
{
|
||||
lowerBound = settings.renderQueueMin,
|
||||
upperBound = settings.renderQueueMax
|
||||
};
|
||||
|
||||
var param = new RendererListParams(renderingData.cullResults, drawSettings, new FilteringSettings(renderQueue, settings.layerMask));
|
||||
cmd.DrawRendererList(context.CreateRendererList(ref param));
|
||||
cmd.EndSample("GenerateMoments");
|
||||
|
||||
cmd.BeginSample("ResolveMoments");
|
||||
if (settings.debugMakeMOITTexGlobal)
|
||||
{
|
||||
cmd.SetGlobalTexture("_MOIT", moitHandle);
|
||||
if (settings.trigonometric)
|
||||
{
|
||||
cmd.SetGlobalVector(wrappingZoneParametersID, wrappingZoneParameters);
|
||||
}
|
||||
|
||||
cmd.SetGlobalFloat(biasID, momentBias);
|
||||
cmd.SetGlobalFloat(alphaToMaskAvailableID, 0.0f);
|
||||
cmd.ClearRenderTarget(false, true, Color.clear);
|
||||
|
||||
cmd.DrawRendererList(context.CreateRendererList(ref param));
|
||||
cmd.EndSample("GenerateMoments");
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
}
|
||||
cmd.SetRenderTarget(moitHandle, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
|
||||
cmd.ClearRenderTarget(false, true, Color.clear);
|
||||
|
||||
drawSettings = CreateDrawingSettings(shaderTagIdResolveMoments, ref renderingData, sortingCritera);
|
||||
param = new RendererListParams(renderingData.cullResults, drawSettings, new FilteringSettings(renderQueue, settings.layerMask));
|
||||
cmd.DrawRendererList(context.CreateRendererList(ref param));
|
||||
cmd.EndSample("ResolveMoments");
|
||||
{
|
||||
cmd.BeginSample("ResolveMoments");
|
||||
if (settings.debugMakeMOITTexGlobal)
|
||||
{
|
||||
cmd.SetGlobalTexture("_MOIT", moitHandle);
|
||||
}
|
||||
cmd.SetRenderTarget(moitHandle, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
|
||||
cmd.ClearRenderTarget(false, true, Color.clear);
|
||||
|
||||
cmd.BeginSample("Composite");
|
||||
cmd.Blit(moitHandle, rdr.cameraColorTargetHandle, settings.compositeMaterial, 0);
|
||||
cmd.EndSample("Composite");
|
||||
drawSettings = CreateDrawingSettings(shaderTagIdResolveMoments, ref renderingData, sortingCritera);
|
||||
param = new RendererListParams(renderingData.cullResults, drawSettings, new FilteringSettings(renderQueue, settings.layerMask));
|
||||
cmd.DrawRendererList(context.CreateRendererList(ref param));
|
||||
cmd.EndSample("ResolveMoments");
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
}
|
||||
|
||||
{
|
||||
cmd.BeginSample("Composite");
|
||||
cmd.SetGlobalTexture("_MOIT", moitHandle);
|
||||
cmd.SetRenderTarget(rdr.cameraColorTargetHandle, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
|
||||
cmd.DrawProcedural(Matrix4x4.identity, settings.compositeMaterial, 0, MeshTopology.Triangles, 3);
|
||||
cmd.EndSample("Composite");
|
||||
}
|
||||
|
||||
|
||||
context.ExecuteCommandBuffer(cmd);
|
||||
cmd.Clear();
|
||||
|
||||
149
Assets/Scripts/Features/OIT/MOIT/MOITSimpleTranspatent.shader
Normal file
149
Assets/Scripts/Features/OIT/MOIT/MOITSimpleTranspatent.shader
Normal file
@ -0,0 +1,149 @@
|
||||
Shader "OIT/MOIT/MOITSimpleTranspatent"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Color ("Color Tint", Color) = (1, 1, 1, 1)
|
||||
_MainTex ("Main Tex", 2D) = "white" {}
|
||||
|
||||
[Enum(Off, 0, Front, 1, Back, 2)]
|
||||
_Cull("Cull", Float) = 2.0
|
||||
}
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
|
||||
}
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "GenerateMoments"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "GenerateMoments"
|
||||
}
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma multi_compile _MOMENT4 _MOMENT6 _MOMENT8
|
||||
#pragma multi_compile _ _TRIGONOMETRIC
|
||||
#pragma shader_feature _MOMENT_HALF_PRECISION _MOMENT_SINGLE_PRECISION
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#if _MOMENT_HALF_PRECISION
|
||||
#include "Quantization.hlsl"
|
||||
#endif
|
||||
#include "WarpDepth.hlsl"
|
||||
#include "GenerateMoments.hlsl"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
half4 _Color;
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = TransformObjectToHClip(v.vertex.xyz);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
MomentOutput frag(v2f i)
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv) * _Color;
|
||||
float positionCSZ = LinearEyeDepth(i.vertex.z, _ZBufferParams);
|
||||
return GenerateMoments(positionCSZ, 1 - col.a);
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "ResolveMoments"
|
||||
Tags
|
||||
{
|
||||
"LightMode" = "ResolveMoments"
|
||||
}
|
||||
Blend One One
|
||||
ZWrite Off
|
||||
Cull[_Cull]
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 4.5
|
||||
|
||||
#pragma multi_compile _MOMENT4 _MOMENT6 _MOMENT8
|
||||
#pragma multi_compile _ _TRIGONOMETRIC
|
||||
#pragma shader_feature _MOMENT_HALF_PRECISION _MOMENT_SINGLE_PRECISION
|
||||
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
|
||||
|
||||
SAMPLER(sampler_LinearClamp);
|
||||
#if _MOMENT_HALF_PRECISION
|
||||
#include "Quantization.hlsl"
|
||||
#endif
|
||||
#include "MomentMath.hlsl"
|
||||
#include "TrigonometricMomentMath.hlsl"
|
||||
#include "WarpDepth.hlsl"
|
||||
#include "ResolveMoments.hlsl"
|
||||
|
||||
struct appdata
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 uv : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 vertex : SV_POSITION;
|
||||
};
|
||||
|
||||
sampler2D _MainTex;
|
||||
float4 _MainTex_ST;
|
||||
half4 _Color;
|
||||
|
||||
|
||||
v2f vert(appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = TransformObjectToHClip(v.vertex.xyz);
|
||||
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
||||
return o;
|
||||
}
|
||||
|
||||
half4 frag(v2f i) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv) * _Color;
|
||||
float positionCSZ = LinearEyeDepth(i.vertex.z, _ZBufferParams);
|
||||
float td, tt;
|
||||
_Overestimation = 0.25f;
|
||||
ResolveMoments(td, tt, positionCSZ, i.vertex.xy * _B0_TexelSize.xy);
|
||||
col.rgb *= col.a;
|
||||
return col * td;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,9 @@
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Loading…
x
Reference in New Issue
Block a user