92 lines
2.0 KiB
Plaintext
92 lines
2.0 KiB
Plaintext
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Shader "Hidden/PostProcessing/ScreenSpaceReflections"
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{
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// We need to use internal Unity lighting structures and functions for this effect so we have to
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// stick to CGPROGRAM instead of HLSLPROGRAM
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CGINCLUDE
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#include "UnityCG.cginc"
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#pragma target 5.0
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// Ported from StdLib, we can't include it as it'll conflict with internal Unity includes
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struct AttributesDefault
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{
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float3 vertex : POSITION;
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};
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struct VaryingsDefault
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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float2 texcoordStereo : TEXCOORD1;
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};
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VaryingsDefault VertDefault(AttributesDefault v)
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{
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VaryingsDefault o;
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o.vertex = float4(v.vertex.xy, 0.0, 1.0);
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o.texcoord = (v.vertex.xy + 1.0) * 0.5;
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
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return o;
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}
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl"
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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// 0 - Test
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragTest
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ENDCG
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}
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// 1 - Resolve
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragResolve
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ENDCG
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}
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// 2 - Reproject
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragReproject
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ENDCG
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}
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// 3 - Composite
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Pass
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{
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CGPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragComposite
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ENDCG
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}
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}
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}
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