161 lines
6.3 KiB
Text
161 lines
6.3 KiB
Text
Shader "SLZ/Skybox/SLZ Cubemap"
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{
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Properties
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{
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_Tex ("Sky Texture", CUBE) = "black" {}
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[HDR] _SkyColor ("Sky Color", Color) = (1,1,1,1)
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_Rotation ("Rotation", Range(0,360)) = 0
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[Toggle(USE_DIST_FOG)]_UseFog ("Apply Distance Fog", Int) = 0
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_FogDist ("Fog Max Distance (0 to camera far clip)", Range(0,1)) = 1.0
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}
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SubShader
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{
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Tags {"Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox"}
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Blend One Zero
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ZWrite Off
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ZClip Off
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Cull Off
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers gles
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#pragma multi_compile_fragment _ _VOLUMETRICS_ENABLED
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#pragma multi_compile_fragment _ FOG_LINEAR FOG_EXP2
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#pragma multi_compile _ DRAW_SKY_PROCEDURAL // Declared when actually drawing to a camera. Unity's spherical harmonic baking assumes old icosphere mesh drawing.
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#pragma shader_feature USE_DIST_FOG
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
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struct appdata
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{
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#if defined(DRAW_SKY_PROCEDURAL)
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half2 uv0 : TEXCOORD0;
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uint vertexID : SV_VertexID;
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#else
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float4 vertex : POSITION;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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#if defined(DRAW_SKY_PROCEDURAL)
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float2 uv0 : TEXCOORD0;
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float4 wPos_xyz_fog_x : TEXCOORD1;
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nointerpolation float4 rotMatrix : TEXCOORD2;
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#else
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float3 uv0 : TEXCOORD0;
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nointerpolation float4 rotMatrix : TEXCOORD1;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURECUBE(_Tex);
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SamplerState sampler_Tex;
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//CBUFFER_START(UnityPerMaterial)
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half4 _SkyColor;
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float _FogDist;
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float _Rotation;
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//CBUFFER_END
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/* Gets the position of a vertex as a part of a right triangle that completely covers the screen
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* Assumes a single triangle mesh, with the positions based on the vertex's ID.
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* CCW order
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* 0 : 0,1 0
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* 1 : 0,0 | \
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* 2 : 1,0 1--2
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*/
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float4 GetQuadVertexPosition2(uint vertexID, float z = UNITY_NEAR_CLIP_VALUE)
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{
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uint topBit = vertexID >> 1u;
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uint botBit = (vertexID & 1u);
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float y = 1.0f - ((vertexID & 2u) >> 1);
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float x = (vertexID & 1u);//1 - (topBit + botBit) & 1; // produces 1 for indices 0,3 and 0 for 1,2
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return float4(x, y, z, 1.0);
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}
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#if defined(DRAW_SKY_PROCEDURAL) // Generate fullscreen tri from procedural vertices
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float4 clipQuad = GetQuadVertexPosition(v.vertexID, UNITY_RAW_FAR_CLIP_VALUE);
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clipQuad.xy = 4.0f * clipQuad.xy - 1.0f;
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float4 wPos = mul(UNITY_MATRIX_I_VP, clipQuad);
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o.wPos_xyz_fog_x.xyz = wPos.xyz / wPos.w;
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o.vertex = clipQuad;
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half clipZ_0Far = lerp(_ProjectionParams.y, _ProjectionParams.z, _FogDist);
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o.wPos_xyz_fog_x.w = unity_FogParams.x * clipZ_0Far;
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#else // Handle drawing normal icosphere mesh
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//o.wPos_xyz_fog_x = float4(TransformObjectToWorld(v.vertex.xyz), 0);
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o.vertex = TransformObjectToHClip(v.vertex.xyz);
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o.uv0 = v.vertex.xyz;
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#endif
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float sin1;
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float cos1;
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float angle = (_Rotation / 180.0) * PI;
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sincos(angle, sin1, cos1);
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o.rotMatrix = float4(cos1, -sin1, sin1, cos1);
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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#if defined(DRAW_SKY_PROCEDURAL)
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float3 viewDir = normalize(float3(i.wPos_xyz_fog_x.xyz - _WorldSpaceCameraPos));
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float3 viewDir2 = float3(
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viewDir.x * i.rotMatrix.x + viewDir.z * i.rotMatrix.y,
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viewDir.y,
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viewDir.x * i.rotMatrix.z + viewDir.z * i.rotMatrix.w);
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half4 col = SAMPLE_TEXTURECUBE_LOD(_Tex, sampler_Tex, viewDir2, 0);
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col *= _SkyColor;
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#if defined(USE_DIST_FOG)
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col.rgb = MixFog(col.rgb, viewDir, i.wPos_xyz_fog_x.w);
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#endif
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col = Volumetrics(col, i.wPos_xyz_fog_x.xyz);
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#else
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half4 col = SAMPLE_TEXTURECUBE_LOD(_Tex, sampler_Tex, i.uv0, 0);
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col *= _SkyColor;
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#endif
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return col;
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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