VolumetricLighting/Assets/TubeLight/Shaders/TubeLight.shader
2016-11-01 13:25:56 +01:00

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Shader "Hidden/TubeLight" {
SubShader {
Tags { "Queue"="Geometry-1" }
CGINCLUDE
#include "UnityCG.cginc"
#include "UnityPBSLighting.cginc"
#include "UnityDeferredLibrary.cginc"
#define SHADOW_PLANES 1
#include "TubeLight.cginc"
sampler2D _CameraGBufferTexture0;
sampler2D _CameraGBufferTexture1;
sampler2D _CameraGBufferTexture2;
float _LightRadius;
float _LightLength;
float4 _LightAxis;
void DeferredCalculateLightParams (
unity_v2f_deferred i,
out float3 outWorldPos,
out float2 outUV)
{
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 vpos = float4(i.ray * depth,1);
float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
outWorldPos = wpos;
outUV = uv;
}
half4 CalculateLightDeferred (unity_v2f_deferred i)
{
float3 worldPos;
float2 uv;
DeferredCalculateLightParams (i, worldPos, uv);
half4 gbuffer0 = tex2D (_CameraGBufferTexture0, uv);
half4 gbuffer1 = tex2D (_CameraGBufferTexture1, uv);
half4 gbuffer2 = tex2D (_CameraGBufferTexture2, uv);
half3 baseColor = gbuffer0.rgb;
half3 specColor = gbuffer1.rgb;
half oneMinusRoughness = gbuffer1.a;
half3 normalWorld = gbuffer2.rgb * 2 - 1;
normalWorld = normalize(normalWorld);
return CalculateLight (worldPos, uv, baseColor, specColor, oneMinusRoughness, normalWorld,
_LightPos.xyz, _LightPos.xyz + _LightAxis.xyz * _LightLength, _LightColor.xyz, _LightRadius, _LightPos.w);
}
ENDCG
Pass {
Fog { Mode Off }
ZWrite Off
Blend One One
Cull Front
ZTest Always
CGPROGRAM
#pragma target 3.0
#pragma vertex vert_deferred
#pragma fragment frag
#pragma exclude_renderers nomrt
fixed4 frag (unity_v2f_deferred i) : SV_Target
{
half4 light = CalculateLightDeferred(i);
// TODO: squash those NaNs at their source
return isnan(light) ? 0 : light;
}
ENDCG
}
}
Fallback Off
}