forked from BilalY/Rasagar
84 lines
2.7 KiB
Plaintext
84 lines
2.7 KiB
Plaintext
Shader "Hidden/Debug/PlanarReflectionProbePreview"
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{
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Properties
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{
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_MainTex("_MainTex", 2D) = "white" {}
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_MipLevel("_MipLevel", Range(0.0,7.0)) = 0.0
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_Exposure("_Exposure", Range(-10.0,10.0)) = 0.0
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}
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "Opaque" "Queue" = "Transparent" }
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ZWrite On
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Cull Back
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Pass
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{
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Name "ForwardUnlit"
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Tags{ "LightMode" = "Forward" }
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HLSLPROGRAM
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#pragma editor_sync_compilation
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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struct appdata
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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};
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struct v2f
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{
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float4 positionCS : SV_POSITION;
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float3 normalWS : NORMAL;
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float3 positionWS : TEXCOORD0;
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};
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TEXTURE2D(_MainTex);
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float4x4 _CaptureVPMatrix;
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float3 _CapturePositionWS;
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float3 _CameraPositionWS;
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float _MipLevel;
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float _Exposure;
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v2f vert(appdata v)
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{
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v2f o;
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// Transform local to world before custom vertex code
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o.positionWS = TransformObjectToWorld(v.positionOS.xyz);
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o.positionCS = TransformWorldToHClip(o.positionWS);
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o.normalWS = TransformObjectToWorldNormal(v.normalOS);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float3 viewDirWS = _CameraPositionWS - i.positionWS;
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float3 reflectViewDirWS = reflect(-viewDirWS, i.normalWS);
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float3 projectedPositionCaptureSpace = i.positionWS + normalize(reflectViewDirWS) * 65504 - _CapturePositionWS;
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float3 ndc = ComputeNormalizedDeviceCoordinatesWithZ(projectedPositionCaptureSpace, _CaptureVPMatrix);
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float4 color = SAMPLE_TEXTURE2D_LOD(_MainTex, s_trilinear_clamp_sampler, ndc.xy, _MipLevel);
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color.a = any(ndc.xyz < 0) || any(ndc.xyz > 1) ? 0.0 : 1.0;
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color.rgb *= color.a;
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color = color * exp2(_Exposure) * GetCurrentExposureMultiplier();
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return float4(color);
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}
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ENDHLSL
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}
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}
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}
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