Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader

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2024-08-26 13:07:20 -07:00
Shader "Hidden/HDRP/Sky/GradientSky"
{
HLSLINCLUDE
#pragma vertex Vert
#pragma editor_sync_compilation
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl"
float4 _GradientBottom;
float4 _GradientMiddle;
float4 _GradientTop;
float _GradientDiffusion;
float _SkyIntensity;
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
return output;
}
float4 RenderSky(Varyings input)
{
float3 viewDirWS = GetSkyViewDirWS(input.positionCS.xy);
float verticalGradient = viewDirWS.y * _GradientDiffusion;
float topLerpFactor = saturate(-verticalGradient);
float bottomLerpFactor = saturate(verticalGradient);
float3 color = lerp(_GradientMiddle.xyz, _GradientBottom.xyz, bottomLerpFactor);
color = lerp(color, _GradientTop.xyz, topLerpFactor);
return float4(color * _SkyIntensity, 1.0);
}
float4 FragBaking(Varyings input) : SV_Target
{
return RenderSky(input);
}
float4 FragRender(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float4 color = RenderSky(input);
color.rgb *= GetCurrentExposureMultiplier();
return color;
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment FragBaking
ENDHLSL
}
Pass
{
ZWrite Off
ZTest LEqual
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment FragRender
ENDHLSL
}
}
Fallback Off
}