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evermillion/Assets/Forst/CTI Runtime Components/CTI Runtime Components BIRP/Resources/CTI_Internal-DeferredReflections.shader
2024-06-05 11:10:54 +08:00

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Shader "Hidden/CTI/Internal-DeferredReflections" {
Properties {
_SrcBlend ("", Float) = 1
_DstBlend ("", Float) = 1
}
SubShader {
// Calculates reflection contribution from a single probe (rendered as cubes) or default reflection (rendered as full screen quad)
Pass {
ZWrite Off
ZTest LEqual
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityDeferredLibrary.cginc"
#include "UnityStandardUtils.cginc"
#include "UnityStandardBRDF.cginc"
#include "UnityPBSLighting.cginc"
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
half3 distanceFromAABB(half3 p, half3 aabbMin, half3 aabbMax)
{
return max(max(p - aabbMax, aabbMin - p), half3(0.0, 0.0, 0.0));
}
half4 frag (unity_v2f_deferred i) : SV_Target
{
// Stripped from UnityDeferredCalculateLightParams, refactor into function ?
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.uv.xy / i.uv.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
depth = Linear01Depth (depth);
float4 viewPos = float4(i.ray * depth,1);
float3 worldPos = mul (unity_CameraToWorld, viewPos).xyz;
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
// Check for translucent material
half TransMat = floor(gbuffer2.a * 3 + 0.5f) == 2 ? 1 : 0;
// Rewrite specColor if needed
half3 specColor = (TransMat == 1)? gbuffer1.rrr : gbuffer1.rgb;
half oneMinusRoughness = gbuffer1.a;
half3 worldNormal = gbuffer2.rgb * 2 - 1;
worldNormal = normalize(worldNormal);
float3 eyeVec = normalize(worldPos - _WorldSpaceCameraPos);
half oneMinusReflectivity = 1 - SpecularStrength(specColor.rgb);
half occlusion = gbuffer0.a;
half3 worldNormalRefl = reflect(eyeVec, worldNormal);
float blendDistance = unity_SpecCube1_ProbePosition.w; // will be set to blend distance for this probe
#if UNITY_SPECCUBE_BOX_PROJECTION
// For box projection, use expanded bounds as they are rendered; otherwise
// box projection artifacts when outside of the box.
float4 boxMin = unity_SpecCube0_BoxMin - float4(blendDistance,blendDistance,blendDistance,0);
float4 boxMax = unity_SpecCube0_BoxMax + float4(blendDistance,blendDistance,blendDistance,0);
half3 worldNormal0 = BoxProjectedCubemapDirection (worldNormalRefl, worldPos, unity_SpecCube0_ProbePosition, boxMin, boxMax);
#else
half3 worldNormal0 = worldNormalRefl;
#endif
Unity_GlossyEnvironmentData g;
g.roughness = 1 - oneMinusRoughness;
g.reflUVW = worldNormal0;
half3 env0 = Unity_GlossyEnvironment (UNITY_PASS_TEXCUBE(unity_SpecCube0), unity_SpecCube0_HDR, g);
UnityLight light;
light.color = 0;
light.dir = 0;
light.ndotl = 0;
UnityIndirect ind;
ind.diffuse = 0;
ind.specular = env0 * occlusion;
half3 rgb = UNITY_BRDF_PBS (0, specColor, oneMinusReflectivity, oneMinusRoughness, worldNormal, -eyeVec, light, ind).rgb;
// Calculate falloff value, so reflections on the edges of the probe would gradually blend to previous reflection.
// Also this ensures that pixels not located in the reflection probe AABB won't
// accidentally pick up reflections from this probe.
half3 distance = distanceFromAABB(worldPos, unity_SpecCube0_BoxMin.xyz, unity_SpecCube0_BoxMax.xyz);
half falloff = saturate(1.0 - length(distance)/blendDistance);
return half4(rgb, falloff);
}
ENDCG
}
// Adds reflection buffer to the lighting buffer
Pass
{
ZWrite Off
ZTest Always
Blend [_SrcBlend] [_DstBlend]
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile ___ UNITY_HDR_ON
#include "UnityCG.cginc"
sampler2D _CameraReflectionsTexture;
struct v2f {
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = ComputeScreenPos (o.pos).xy;
return o;
}
half4 frag (v2f i) : SV_Target
{
half4 c = tex2D (_CameraReflectionsTexture, i.uv);
#ifdef UNITY_HDR_ON
return float4(c.rgb, 0.0f);
#else
return float4(exp2(-c.rgb), 0.0f);
#endif
}
ENDCG
}
}
Fallback Off
}