Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.shader

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2024-09-27 10:27:46 -07:00
Shader "Hidden/PostProcessing/ScreenSpaceReflections"
{
// We need to use internal Unity lighting structures and functions for this effect so we have to
// stick to CGPROGRAM instead of HLSLPROGRAM
CGINCLUDE
#include "UnityCG.cginc"
#pragma target 5.0
// Ported from StdLib, we can't include it as it'll conflict with internal Unity includes
struct AttributesDefault
{
float3 vertex : POSITION;
};
struct VaryingsDefault
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
};
VaryingsDefault VertDefault(AttributesDefault v)
{
VaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = (v.vertex.xy + 1.0) * 0.5;
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
return o;
}
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl"
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Test
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragTest
ENDCG
}
// 1 - Resolve
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragResolve
ENDCG
}
// 2 - Reproject
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragReproject
ENDCG
}
// 3 - Composite
Pass
{
CGPROGRAM
#pragma vertex VertDefault
#pragma fragment FragComposite
ENDCG
}
}
}