Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbesPreview.shader
2024-08-26 23:07:20 +03:00

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