Rasagar/Library/PackageCache/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.shader
2024-09-27 20:27:46 +03:00

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Shader "Hidden/PostProcessing/ScalableAO"
{
HLSLINCLUDE
#pragma exclude_renderers psp2
#pragma target 3.0
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Occlusion estimation with CameraDepthTexture
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragAO
#pragma multi_compile _ APPLY_FORWARD_FOG
#pragma multi_compile _ FOG_LINEAR FOG_EXP FOG_EXP2
#define SOURCE_DEPTH
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 1 - Occlusion estimation with G-Buffer
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragAO
#pragma multi_compile _ APPLY_FORWARD_FOG
#pragma multi_compile _ FOG_LINEAR FOG_EXP FOG_EXP2
#define SOURCE_GBUFFER
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 2 - Separable blur (horizontal pass) with CameraDepthNormalsTexture
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragBlur
#define SOURCE_DEPTHNORMALS
#define BLUR_HORIZONTAL
#define BLUR_SAMPLE_CENTER_NORMAL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 3 - Separable blur (horizontal pass) with G-Buffer
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragBlur
#define SOURCE_GBUFFER
#define BLUR_HORIZONTAL
#define BLUR_SAMPLE_CENTER_NORMAL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 4 - Separable blur (vertical pass)
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragBlur
#define BLUR_VERTICAL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 5 - Final composition
Pass
{
Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragComposition
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 6 - Final composition (ambient only mode)
Pass
{
Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragCompositionGBuffer
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 7 - Debug overlay
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragDebugOverlay
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
}
}