unity_native_render_plugin/Assets/Scripts/Features/OIT/MOIT/MOITSimpleTranspatent.shader
2026-02-02 23:59:01 +08:00

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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
}
}
}