149 lines
5.2 KiB
Plaintext
149 lines
5.2 KiB
Plaintext
Shader "Unlit/testForwardPlusDefferedMaps"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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choice("choice", Float) = 0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// make fog work
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#pragma multi_compile_fog
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 scrPos: TEXCOORD1;
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UNITY_FOG_COORDS(2)
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _DeferredPass_Albedo_Texture;
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sampler2D _DeferredPass_Specular_Texture;
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sampler2D _DeferredPass_WorldPosition_Texture;
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sampler2D _DeferredPass_DepthNormals_Texture;
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sampler2D _CameraDepthTexture;
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sampler2D _GBuffer0;
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sampler2D _GBuffer1;
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sampler2D _GBuffer2;
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sampler2D _CameraBackDepthTexture;
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sampler2D _CameraBackNormalsTexture;
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sampler2D _CameraDepthNormalsTexture;
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sampler2D _MaxZMaskTexture;
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int choice;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.scrPos = ComputeScreenPos(o.vertex);
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 col = tex2D(_DeferredPass_DepthNormals_Texture, i.uv);
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if (choice == 0) {
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col = tex2D(_DeferredPass_Albedo_Texture, i.uv);
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}
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if (choice == 1) {
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col = tex2D(_DeferredPass_Specular_Texture, i.uv);
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}
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if (choice == 2) {
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col = tex2D(_DeferredPass_WorldPosition_Texture, i.uv);
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}
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if (choice == 3) {
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col = tex2D(_DeferredPass_DepthNormals_Texture, i.uv);
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}
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if (choice == 4) {
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col = tex2D(_CameraDepthTexture, i.uv);
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}
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if (choice == 5) {
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col = tex2D(_DeferredPass_DepthNormals_Texture, i.uv).a;
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}
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if (choice == 6) {
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col = tex2D(_GBuffer0, i.uv);
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}
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if (choice == 7) {
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col = tex2D(_GBuffer1, i.uv);
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}
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if (choice == 8) {
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col = tex2D(_GBuffer2, i.uv);
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}
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if (choice == 9) {
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col = tex2D(_MaxZMaskTexture, i.uv);
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}
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if (choice == 10) {
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col = tex2D(_CameraBackDepthTexture, i.uv);
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}
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if (choice == 11) {
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col = tex2D(_CameraBackNormalsTexture, i.uv);
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}
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if (choice == 12) {
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//col = tex2D(_CameraBackNormalsTexture, i.uv);
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float3 viewSpaceNormal;
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float viewDepth;
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float2 screenPosition = (i.scrPos.xy / i.scrPos.w);
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DecodeDepthNormal(tex2D(_CameraBackNormalsTexture, i.uv), viewDepth, viewSpaceNormal);
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float3 worldNormal = mul((float3x3)unity_MatrixInvV, float4(viewSpaceNormal, 0.0));
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col.rgb = viewSpaceNormal;
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}
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if (choice == 13) {
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//col = tex2D(_CameraBackNormalsTexture, i.uv);
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float3 viewSpaceNormal;
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float viewDepth;
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float2 screenPosition = (i.scrPos.xy / i.scrPos.w);
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DecodeDepthNormal(tex2D(_CameraBackNormalsTexture, i.uv), viewDepth, viewSpaceNormal);
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float3 worldNormal = mul((float3x3)unity_MatrixInvV, float4(viewSpaceNormal, 0.0));
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col.rgb = worldNormal;
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}
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if (choice == 14) {
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//col = tex2D(_CameraBackNormalsTexture, i.uv);
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float3 viewSpaceNormal;
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float viewDepth;
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float2 screenPosition = (i.scrPos.xy / i.scrPos.w);
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DecodeDepthNormal(tex2D(_CameraDepthNormalsTexture, i.uv), viewDepth, viewSpaceNormal);
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float3 worldNormal = mul((float3x3)unity_MatrixInvV, float4(viewSpaceNormal, 0.0));
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col.rgb = viewSpaceNormal;
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}
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// apply fog
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col*2;
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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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