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https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-21 22:15:34 +01:00
Dir light test
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@ -79,7 +79,7 @@ public partial class FogLight : LightOverride
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if (temp == null || temp.Length != downsampleSteps - 1)
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if (temp == null || temp.Length != downsampleSteps - 1)
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temp = new int[downsampleSteps - 1];
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temp = new int[downsampleSteps - 1];
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for (int i = 0, currentRes = startRes/2; i < downsampleSteps; i++)
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for (int i = 0, currentRes = startRes / 2; i < downsampleSteps; i++)
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{
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{
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m_BufGrabShadowmap.SetGlobalVector("_TexelSize", new Vector4(0.5f/currentRes, 0.5f/currentRes, 0, 0));
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m_BufGrabShadowmap.SetGlobalVector("_TexelSize", new Vector4(0.5f/currentRes, 0.5f/currentRes, 0, 0));
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@ -113,10 +113,17 @@ public partial class FogLight : LightOverride
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currentRes /= 2;
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currentRes /= 2;
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}
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}
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//var directionalShadowmapBlurred = Shader.PropertyToID("_DirectionalShadowmapBlurred");
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RenderTexture blur = RenderTexture.GetTemporary(targetRes, targetRes, 0, format, RenderTextureReadWrite.Linear);
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//m_BufGrabShadowmap.GetTemporaryRT(directionalShadowmapBlurred, 1024, 1024, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear);
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m_BufGrabShadowmap.SetGlobalVector("_TexelSize", new Vector4(1.0f / targetRes, 1.0f / targetRes, 0, 0));
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//m_BufGrabShadowmap.Blit(shadowmap, m_Shadowmap);
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m_BufGrabShadowmap.SetGlobalFloat("_BlurSize", m_BlurSize);
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//m_BufGrabShadowmap.SetGlobalTexture(directionalShadowmapBlurred, directionalShadowmapBlurred);
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for (int i = 0; i < m_BlurIterations; i++)
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{
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m_BufGrabShadowmap.Blit(m_Shadowmap, blur, m_BlurShadowmapMaterial, 2);
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m_BufGrabShadowmap.Blit(blur, m_Shadowmap, m_BlurShadowmapMaterial, 3);
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}
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blur.Release();
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}
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}
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private Vector4 GetZParams()
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private Vector4 GetZParams()
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@ -74,6 +74,13 @@ public class VolumetricFog : MonoBehaviour
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[Range(0.0f, 1.0f)]
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[Range(0.0f, 1.0f)]
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public float m_Z = 1.0f;
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public float m_Z = 1.0f;
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[SerializeField]
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private float m_dirLightOffset;
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[SerializeField]
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private float m_vsmBias;
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[SerializeField]
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private float m_dirBias;
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struct PointLightParams
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struct PointLightParams
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{
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{
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public Vector3 pos;
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public Vector3 pos;
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@ -292,7 +299,9 @@ public class VolumetricFog : MonoBehaviour
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m_dirLightDir[1] = dir.y;
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m_dirLightDir[1] = dir.y;
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m_dirLightDir[2] = dir.z;
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m_dirLightDir[2] = dir.z;
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m_InjectLightingAndDensity.SetFloats("_DirLightDir", m_dirLightDir);
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m_InjectLightingAndDensity.SetFloats("_DirLightDir", m_dirLightDir);
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m_InjectLightingAndDensity.SetFloat("_DirLightOffset", m_dirLightOffset);
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m_InjectLightingAndDensity.SetFloat("_VSMBias", m_vsmBias);
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m_InjectLightingAndDensity.SetFloat("_DirBias", m_dirBias);
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}
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}
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float[] m_fogParams;
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float[] m_fogParams;
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@ -1,48 +1,50 @@
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Shader "Hidden/ApplyToOpaque" {
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Shader "Hidden/ApplyToOpaque" {
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SubShader {
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SubShader {
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Pass {
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Pass {
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ZTest Always Cull Off ZWrite Off
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ZTest Always Cull Off ZWrite Off
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Blend Off
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Blend Off
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CGPROGRAM
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CGPROGRAM
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#pragma target 3.0
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "UnityCG.cginc"
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#include "VolumetricFog.cginc"
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#include "VolumetricFog.cginc"
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#pragma vertex vert
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#pragma vertex vert
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#pragma fragment frag
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#pragma fragment frag
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sampler2D _CameraDepthTexture;
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sampler2D _CameraDepthTexture;
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sampler2D _MainTex;
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sampler2D _MainTex;
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struct v2f
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struct v2f
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{
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{
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float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float2 uv : TEXCOORD0;
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};
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};
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v2f vert (appdata_img v)
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v2f vert(appdata_img v)
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{
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{
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v2f o;
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v2f o;
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o.pos = v.vertex;
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o.pos = v.vertex;
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o.pos.xy = o.pos.xy * 2 - 1;
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o.pos.xy = o.pos.xy * 2 - 1;
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o.uv = v.texcoord.xy;
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o.uv = v.texcoord.xy;
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#if UNITY_UV_STARTS_AT_TOP
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if (_ProjectionParams.x < 0)
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o.uv.y = 1-o.uv.y;
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#endif
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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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half linear01Depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
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half4 fog = Fog(linear01Depth, i.uv);
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return tex2D(_MainTex, i.uv) * fog.a + fog;
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}
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ENDCG
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#if UNITY_UV_STARTS_AT_TOP
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}
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if (_ProjectionParams.x < 0)
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}
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o.uv.y = 1 - o.uv.y;
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}
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#endif
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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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//return half4(i.uv, 0, 1);
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half linear01Depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
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half4 fog = Fog(linear01Depth, i.uv);
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return tex2D(_MainTex, i.uv) * fog.a + fog;
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}
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ENDCG
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}
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}
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}
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@ -130,7 +130,7 @@ Shader "Hidden/BlurShadowmap" {
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struct v2f
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struct v2f
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{
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{
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float4 pos : SV_POSITION;
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float4 pos : SV_POSITION;
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half4 uv : TEXCOORD0;
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half2 uv : TEXCOORD0;
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half2 offs : TEXCOORD1;
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half2 offs : TEXCOORD1;
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};
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};
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@ -139,9 +139,11 @@ Shader "Hidden/BlurShadowmap" {
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v2f vertBlurHorizontal (appdata_img v)
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v2f vertBlurHorizontal (appdata_img v)
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{
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{
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v2f o;
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v2f o;
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o.pos = v.vertex;
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o.pos = UnityObjectToClipPos(v.vertex);
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//o.pos = v.vertex;
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o.uv = half4(v.texcoord.xy,1,1);
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o.uv = v.texcoord;
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o.offs = _TexelSize.xy * half2(1.0, 0.0) * _BlurSize;
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o.offs = _TexelSize.xy * half2(1.0, 0.0) * _BlurSize;
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return o;
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return o;
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@ -150,16 +152,19 @@ Shader "Hidden/BlurShadowmap" {
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v2f vertBlurVertical (appdata_img v)
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v2f vertBlurVertical (appdata_img v)
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{
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{
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v2f o;
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v2f o;
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o.pos = v.vertex;
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o.pos = UnityObjectToClipPos(v.vertex);
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//o.pos = v.vertex;
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o.uv = half4(v.texcoord.xy, 1, 1);
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o.uv = v.texcoord;
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o.offs = _TexelSize.xy * half2(0.0, 1.0) * _BlurSize;
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o.offs = _TexelSize.xy * half2(0.0, 1.0) * _BlurSize;
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return o;
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return o;
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}
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}
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float4 fragBlur8 (v2f i) : SV_Target
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float4 fragBlur8(v2f i) : SV_Target
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{
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{
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//half2 coords = i.uv.xy;
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half2 coords = i.uv.xy - i.offs * 5.0;
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half2 coords = i.uv.xy - i.offs * 5.0;
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float4 color = 0;
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float4 color = 0;
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@ -33,6 +33,10 @@ float3 _DirLightDir;
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#ifdef DIR_LIGHT_SHADOWS
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#ifdef DIR_LIGHT_SHADOWS
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float _DirLightShadows;
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float _DirLightShadows;
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float _ESMExponentDirLight;
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float _ESMExponentDirLight;
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float _DirLightOffset;
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float _VSMBias;
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float _DirBias;
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struct ShadowParams
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struct ShadowParams
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{
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{
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float4x4 worldToShadow[4];
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float4x4 worldToShadow[4];
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@ -258,7 +262,6 @@ float ChebyshevUpperBound(float2 moments, float mean)
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{
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{
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// Compute variance
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// Compute variance
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float variance = moments.y - (moments.x * moments.x);
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float variance = moments.y - (moments.x * moments.x);
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float _VSMBias = 0.001f;
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variance = max(variance, _VSMBias * mean * mean);
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variance = max(variance, _VSMBias * mean * mean);
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// Compute probabilistic upper bound
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// Compute probabilistic upper bound
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@ -298,12 +301,19 @@ float3 DirectionalLight(float3 pos)
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if (_DirLightShadows > 0.0)
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if (_DirLightShadows > 0.0)
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{
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{
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float4 cascadeWeights = getCascadeWeights_splitSpheres(pos);
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float4 cascadeWeights = getCascadeWeights_splitSpheres(pos);
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float4 samplePos = getShadowCoord(pos, cascadeWeights).xyzw;
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float3 spos = pos + (_DirLightDir * _DirLightOffset);
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float4 samplePos = getShadowCoord(spos, cascadeWeights).xyzw;
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//---
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//---
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//att *= _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).r < samplePos.z;
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//att *= _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).r < samplePos.z;
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//---
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//---
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float2 shadowmap = _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).xy;
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float2 shadowmap = _DirectionalShadowmap.SampleLevel(sampler_DirectionalShadowmap, samplePos.xy, 0).xy;
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att *= ChebyshevUpperBound(shadowmap.xy, samplePos.z / samplePos.w);
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float shadow = ChebyshevUpperBound(shadowmap.xy, samplePos.z / samplePos.w);
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shadow = saturate(lerp(shadow, 1.0, _DirBias));
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att = shadow;
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//---
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//---
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//float depth = exp(-40.0 * samplePos.z);
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//float depth = exp(-40.0 * samplePos.z);
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//att = saturate(shadowmap.r * depth);
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//att = saturate(shadowmap.r * depth);
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@ -29,6 +29,6 @@ half4 Fog(half linear01Depth, half2 screenuv)
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return half4(0, 0, 0, 1);
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return half4(0, 0, 0, 1);
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half3 uvw = half3(screenuv.x, screenuv.y, z);
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half3 uvw = half3(screenuv.x, screenuv.y, z);
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uvw.xy += cellNoise(uvw.xy * _Screen_TexelSize.zw) * _VolumeScatter_TexelSize.xy * 0.8;
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//uvw.xy += cellNoise(uvw.xy * _Screen_TexelSize.zw) * _VolumeScatter_TexelSize.xy * 0.8;
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return tex3D(_VolumeScatter, uvw);
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return tex3D(_VolumeScatter, uvw);
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}
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}
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