| | |
| | | Shader "Hidden/Post FX/Ambient Occlusion" |
| | | { |
| | | CGINCLUDE |
| | | |
| | | #pragma target 3.0 |
| | | |
| | | ENDCG |
| | | |
| | | SubShader |
| | | { |
| | | ZTest Always Cull Off ZWrite Off |
| | | |
| | | // 0: Occlusion estimation with CameraDepthTexture |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragAO |
| | | #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2 |
| | | #define SOURCE_DEPTH |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 1: Occlusion estimation with CameraDepthNormalsTexture |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragAO |
| | | #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2 |
| | | #define SOURCE_DEPTHNORMALS |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 2: Occlusion estimation with G-Buffer |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragAO |
| | | #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2 |
| | | #define SOURCE_GBUFFER |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 3: Separable blur (horizontal pass) with CameraDepthNormalsTexture |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragBlur |
| | | #define SOURCE_DEPTHNORMALS |
| | | #define BLUR_HORIZONTAL |
| | | #define BLUR_SAMPLE_CENTER_NORMAL |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 4: Separable blur (horizontal pass) with G-Buffer |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragBlur |
| | | #define SOURCE_GBUFFER |
| | | #define BLUR_HORIZONTAL |
| | | #define BLUR_SAMPLE_CENTER_NORMAL |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 5: Separable blur (vertical pass) |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragBlur |
| | | #define BLUR_VERTICAL |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 6: Final composition |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragComposition |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 7: Final composition (ambient only mode) |
| | | Pass |
| | | { |
| | | Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha |
| | | |
| | | CGPROGRAM |
| | | #pragma vertex VertCompositionGBuffer |
| | | #pragma fragment FragCompositionGBuffer |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | |
| | | // 8: Debug visualization |
| | | Pass |
| | | { |
| | | CGPROGRAM |
| | | #pragma vertex VertMultitex |
| | | #pragma fragment FragComposition |
| | | #define DEBUG_COMPOSITION |
| | | #include "AmbientOcclusion.cginc" |
| | | ENDCG |
| | | } |
| | | } |
| | | } |
| | | Shader "Hidden/Post FX/Ambient Occlusion"
|
| | | {
|
| | | CGINCLUDE
|
| | |
|
| | | #pragma target 3.0
|
| | |
|
| | | ENDCG
|
| | |
|
| | | SubShader
|
| | | {
|
| | | ZTest Always Cull Off ZWrite Off
|
| | |
|
| | | // 0: Occlusion estimation with CameraDepthTexture
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragAO
|
| | | #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
|
| | | #define SOURCE_DEPTH
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 1: Occlusion estimation with CameraDepthNormalsTexture
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragAO
|
| | | #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
|
| | | #define SOURCE_DEPTHNORMALS
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 2: Occlusion estimation with G-Buffer
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragAO
|
| | | #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
|
| | | #define SOURCE_GBUFFER
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 3: Separable blur (horizontal pass) with CameraDepthNormalsTexture
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragBlur
|
| | | #define SOURCE_DEPTHNORMALS
|
| | | #define BLUR_HORIZONTAL
|
| | | #define BLUR_SAMPLE_CENTER_NORMAL
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 4: Separable blur (horizontal pass) with G-Buffer
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragBlur
|
| | | #define SOURCE_GBUFFER
|
| | | #define BLUR_HORIZONTAL
|
| | | #define BLUR_SAMPLE_CENTER_NORMAL
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 5: Separable blur (vertical pass)
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragBlur
|
| | | #define BLUR_VERTICAL
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 6: Final composition
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragComposition
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 7: Final composition (ambient only mode)
|
| | | Pass
|
| | | {
|
| | | Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
|
| | |
|
| | | CGPROGRAM
|
| | | #pragma vertex VertCompositionGBuffer
|
| | | #pragma fragment FragCompositionGBuffer
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | |
|
| | | // 8: Debug visualization
|
| | | Pass
|
| | | {
|
| | | CGPROGRAM
|
| | | #pragma vertex VertMultitex
|
| | | #pragma fragment FragComposition
|
| | | #define DEBUG_COMPOSITION
|
| | | #include "AmbientOcclusion.cginc"
|
| | | ENDCG
|
| | | }
|
| | | }
|
| | | }
|