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- Shader "Hidden/CTI/Internal-DeferredReflections" {
- Properties {
- _SrcBlend ("", Float) = 1
- _DstBlend ("", Float) = 1
- }
- SubShader {
- // Calculates reflection contribution from a single probe (rendered as cubes) or default reflection (rendered as full screen quad)
- Pass {
- ZWrite Off
- ZTest LEqual
- Blend [_SrcBlend] [_DstBlend]
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert_deferred
- #pragma fragment frag
- #include "UnityCG.cginc"
- #include "UnityDeferredLibrary.cginc"
- #include "UnityStandardUtils.cginc"
- #include "UnityStandardBRDF.cginc"
- #include "UnityPBSLighting.cginc"
- sampler2D _CameraGBufferTexture0;
- sampler2D _CameraGBufferTexture1;
- sampler2D _CameraGBufferTexture2;
- half3 distanceFromAABB(half3 p, half3 aabbMin, half3 aabbMax)
- {
- return max(max(p - aabbMax, aabbMin - p), half3(0.0, 0.0, 0.0));
- }
- half4 frag (unity_v2f_deferred i) : SV_Target
- {
- // Stripped from UnityDeferredCalculateLightParams, refactor into function ?
- i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
- float2 uv = i.uv.xy / i.uv.w;
- // read depth and reconstruct world position
- float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
- depth = Linear01Depth (depth);
- float4 viewPos = float4(i.ray * depth,1);
- float3 worldPos = mul (unity_CameraToWorld, viewPos).xyz;
- half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
- half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
- half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
- // Check for translucent material
- half TransMat = floor(gbuffer2.a * 3 + 0.5f) == 2 ? 1 : 0;
- // Rewrite specColor if needed
- half3 specColor = (TransMat == 1)? gbuffer1.rrr : gbuffer1.rgb;
- half oneMinusRoughness = gbuffer1.a;
- half3 worldNormal = gbuffer2.rgb * 2 - 1;
- worldNormal = normalize(worldNormal);
- float3 eyeVec = normalize(worldPos - _WorldSpaceCameraPos);
- half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
- half occlusion = gbuffer0.a;
- half3 worldNormalRefl = reflect(eyeVec, worldNormal);
- float blendDistance = unity_SpecCube1_ProbePosition.w; // will be set to blend distance for this probe
- #if UNITY_SPECCUBE_BOX_PROJECTION
- // For box projection, use expanded bounds as they are rendered; otherwise
- // box projection artifacts when outside of the box.
- float4 boxMin = unity_SpecCube0_BoxMin - float4(blendDistance,blendDistance,blendDistance,0);
- float4 boxMax = unity_SpecCube0_BoxMax + float4(blendDistance,blendDistance,blendDistance,0);
- half3 worldNormal0 = BoxProjectedCubemapDirection (worldNormalRefl, worldPos, unity_SpecCube0_ProbePosition, boxMin, boxMax);
- #else
- half3 worldNormal0 = worldNormalRefl;
- #endif
- Unity_GlossyEnvironmentData g;
- g.roughness = 1 - oneMinusRoughness;
- g.reflUVW = worldNormal0;
- half3 env0 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g);
- UnityLight light;
- light.color = 0;
- light.dir = 0;
- light.ndotl = 0;
- UnityIndirect ind;
- ind.diffuse = 0;
- ind.specular = env0 * occlusion;
- half3 rgb = UNITY_BRDF_PBS (0, specColor, oneMinusReflectivity, oneMinusRoughness, worldNormal, -eyeVec, light, ind).rgb;
- // Calculate falloff value, so reflections on the edges of the probe would gradually blend to previous reflection.
- // Also this ensures that pixels not located in the reflection probe AABB won't
- // accidentally pick up reflections from this probe.
- half3 distance = distanceFromAABB(worldPos, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
- half falloff = saturate(1.0 - length(distance)/blendDistance);
- return half4(rgb, falloff);
- }
- ENDCG
- }
- // Adds reflection buffer to the lighting buffer
- Pass
- {
- ZWrite Off
- ZTest Always
- Blend [_SrcBlend] [_DstBlend]
- CGPROGRAM
- #pragma target 3.0
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile ___ UNITY_HDR_ON
- #include "UnityCG.cginc"
- sampler2D _CameraReflectionsTexture;
- struct v2f {
- float2 uv : TEXCOORD0;
- float4 pos : SV_POSITION;
- };
- v2f vert (float4 vertex : POSITION)
- {
- v2f o;
- o.pos = UnityObjectToClipPos(vertex);
- o.uv = ComputeScreenPos (o.pos).xy;
- return o;
- }
- half4 frag (v2f i) : SV_Target
- {
- half4 c = tex2D (_CameraReflectionsTexture, i.uv);
- #ifdef UNITY_HDR_ON
- return float4(c.rgb, 0.0f);
- #else
- return float4(exp2(-c.rgb), 0.0f);
- #endif
- }
- ENDCG
- }
- }
- Fallback Off
- }
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