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- // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
- Shader "Hidden/PrepareSunShaftsBlur" {
- Properties {
- _MainTex ("Base", 2D) = "" {}
- _Skybox ("Skybox", 2D) = "" {}
- }
-
- CGINCLUDE
-
- #include "UnityCG.cginc"
-
- struct v2f {
- float4 pos : SV_POSITION;
- float2 uv : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- sampler2D _Skybox;
- sampler2D_float _CameraDepthTexture;
-
- uniform half _NoSkyBoxMask;
- uniform half4 _SunPosition;
-
- v2f vert (appdata_img v) {
- v2f o;
- o.pos = UnityObjectToClipPos(v.vertex);
- o.uv = v.texcoord.xy;
- return o;
- }
-
- half TransformColor (half4 skyboxValue) {
- return max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11)));
- }
-
- half4 frag (v2f i) : SV_Target {
- float depthSample = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy);
- half4 tex = tex2D (_MainTex, i.uv.xy);
-
- depthSample = Linear01Depth (depthSample);
-
- // consider maximum radius
- half2 vec = _SunPosition.xy - i.uv.xy;
- half dist = saturate (_SunPosition.w - length (vec.xy));
-
- half4 outColor = 0;
-
- // consider shafts blockers
- if (depthSample > 0.99)
- outColor = TransformColor (tex) * dist;
-
- return outColor;
- }
-
- half4 fragNoDepthNeeded (v2f i) : SV_Target {
- float4 sky = (tex2D (_Skybox, i.uv.xy));
- float4 tex = (tex2D (_MainTex, i.uv.xy));
-
- // consider maximum radius
- half2 vec = _SunPosition.xy - i.uv.xy;
- half dist = saturate (_SunPosition.w - length (vec));
-
- half4 outColor = 0;
-
- if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2)
- outColor = TransformColor (sky) * dist;
-
- return outColor;
- }
- ENDCG
-
- Subshader {
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment frag
-
- ENDCG
- }
- Pass {
- ZTest Always Cull Off ZWrite Off
- CGPROGRAM
-
- #pragma vertex vert
- #pragma fragment fragNoDepthNeeded
-
- ENDCG
- }
- }
- Fallback off
-
- } // shader
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