ElectricityBusinessHall_Dig.../Assets/ShinySSRR/Runtime/Resources/SSR/SSR_Solve.hlsl

69 lines
2.1 KiB
HLSL

#ifndef SSR_SOLVE
#define SSR_SOLVE
// Copyright 2021 Kronnect - All Rights Reserved.
UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex);
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
UNITY_DECLARE_SCREENSPACE_TEXTURE(_RayCastRT);
float4 _SSRSettings2;
#define REFLECTIONS_MULTIPLIER _SSRSettings2.z
float4 _SSRSettings4;
#define REFLECTIONS_MIN_INTENSITY _SSRSettings4.y
#define REFLECTIONS_MAX_INTENSITY _SSRSettings4.z
#define VIGNETTE_SIZE _SSRSettings2.w
#define dot2(x) dot(x, x)
struct Attributes {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsSSR {
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
VaryingsSSR VertSSR(Attributes input) {
VaryingsSSR output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = UnityObjectToClipPos(input.vertex);
output.uv = UnityStereoScreenSpaceUVAdjust(input.uv, _MainTex_ST);
return output;
}
half4 FragResolve (VaryingsSSR i) : SV_Target {
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
half4 reflData = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_RayCastRT, i.uv);
half4 reflection = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, reflData.xy);
reflection.rgb = min(reflection.rgb, 1.0); // stop NAN pixels
half vd = dot2( (reflData.xy - 0.5) * 2.0 );
half vignette = saturate( VIGNETTE_SIZE - vd * vd );
half reflectionIntensity = clamp(reflData.a * REFLECTIONS_MULTIPLIER, REFLECTIONS_MIN_INTENSITY, REFLECTIONS_MAX_INTENSITY) * vignette;
reflection.rgb *= reflectionIntensity;
reflection.rgb = min(reflection.rgb, 1.2); // clamp max brightness
// conserve energy
half4 pixel = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.uv);
reflection.rgb -= pixel.rgb * reflectionIntensity;
// keep blur factor in alpha channel
reflection.a = reflData.z;
return reflection;
}
#endif // SSR_SOLVE