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Shader "Enviro/Standard/EnviroFogRenderingDisabled"
{
Properties
{
_EnviroVolumeLightingTex("Volume Lighting Tex", Any) = ""{}
_MainTex("Source", Any) = "black"{}
}
SubShader
{
Pass
{
ZTest Always Cull Off ZWrite Off Fog { Mode Off }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile ENVIROVOLUMELIGHT
#pragma exclude_renderers gles
#include "UnityCG.cginc"
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
UNITY_DECLARE_SCREENSPACE_TEXTURE(_EnviroVolumeLightingTex);
uniform float4 _MainTex_TexelSize;
uniform float4 _EnviroParams;
uniform float _EnviroVolumeDensity;
struct appdata_t
{
float4 vertex : POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float3 texcoord : TEXCOORD0;
float3 sky : TEXCOORD1;
float2 uv : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata_img v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v); //Insert
UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins
o.pos = UnityObjectToClipPos(v.vertex);
o.uv.xy = v.texcoord.xy;
#if UNITY_UV_STARTS_AT_TOP
//if (_MainTex_TexelSize.y > 0)
// o.uv.y = 1 - o.uv.y;
#endif
return o;
}
half3 tonemapACES(half3 color, float Exposure)
{
color *= Exposure;
// See https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
const half a = 2.51;
const half b = 0.03;
const half c = 2.43;
const half d = 0.59;
const half e = 0.14;
return saturate((color * (a * color + b)) / (color * (c * color + d) + e));
}
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 source = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoTransformScreenSpaceTex(i.uv));
#if defined (ENVIROVOLUMELIGHT)
float4 volumeLighting = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_EnviroVolumeLightingTex, UnityStereoTransformScreenSpaceTex(i.uv));
volumeLighting *= _EnviroParams.x;
if (_EnviroParams.w == 1)
{
volumeLighting.rgb = tonemapACES(volumeLighting.rgb, 1.0);
}
return lerp(source, source + volumeLighting, _EnviroVolumeDensity);
#else
return source;
#endif
}
ENDCG
}
}
Fallback Off
}