mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-10 01:02:55 +01:00
57 lines
1.0 KiB
Plaintext
57 lines
1.0 KiB
Plaintext
Shader "Hidden/Debug" {
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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Blend Off
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CGPROGRAM
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#pragma target 3.0
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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sampler2D _CameraDepthTexture;
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sampler3D _VolumeInject;
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sampler3D _VolumeScatter;
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sampler2D _Shadowmap;
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sampler2D _ShadowmapBlurred;
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sampler2D _MainTex;
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sampler2D _BoxLightShadowmap;
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float _Z;
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata_img v)
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{
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v2f o;
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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.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 depth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
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//return i.uv.xyyy;
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//return tex2D(_BoxLightShadowmap, i.uv);
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//return log(tex2D(_ShadowmapBlurred, i.uv))/80.0;
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return tex3D(_VolumeInject, half3(i.uv.x, i.uv.y, _Z)).a;// * tex2D(_MainTex, float2(i.uv.x, i.uv.y));
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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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