176 lines
4.7 KiB
Plaintext
176 lines
4.7 KiB
Plaintext
Shader "Hidden/OcclusionReplacementShader"
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{
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SubShader {
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Tags {
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"RenderType"="Opaque"
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}
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata {
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float4 vertex : POSITION;
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};
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struct v2f {
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v) {
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v2f o;
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o.vertex = UnityObjectToClipPos(v.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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return half4(0,0,0,1);
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}
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ENDCG
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}
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}
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SubShader {
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Tags {
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"RenderType"="CullHighlightOne"
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}
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ZWrite Off
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Cull Off
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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uniform sampler2D _CameraDepthTexture;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct appdata {
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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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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 screenPos : TEXCOORD1;
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float2 depth : TEXCOORD2;
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float dist : TEXCOORD3;
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};
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v2f vert (appdata v) {
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v2f o;
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o.vertex = mul(UNITY_MATRIX_MV, v.vertex);
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//o.depth = o.vertex.z;
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o.vertex = mul(UNITY_MATRIX_P, o.vertex);
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//UNITY_TRANSFER_DEPTH(o.depth);
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//o.screenPos = ComputeScreenPos(o.vertex);
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o.dist = distance(_WorldSpaceCameraPos, mul(unity_ObjectToWorld, v.vertex) );
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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return o;
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}
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half4 frag (v2f i) : COLOR {
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//float depth = saturate(-0.005f * i.depth);//(i.depth) / _ProjectionParams.z;
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float depth = i.dist/_ProjectionParams.z;//SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)).r;
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//depth = Linear01Depth(depth);
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//depth = Linear01Depth(depth)* _ProjectionParams.z;
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return half4(1-depth,0,depth,1-depth);
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//UNITY_OUTPUT_DEPTH(i.depth);
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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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SubShader {
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Tags {
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"RenderType"="CullHighlightTwo"
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}
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _CameraDepthTexture;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct appdata {
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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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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata v) {
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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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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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float depth = tex2D(_CameraDepthTexture,i.uv).r;
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depth = Linear01Depth(depth)* _ProjectionParams.z;
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return half4(0,1,0,depth);
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}
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ENDCG
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}
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}
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SubShader {
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Tags {
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"RenderType"="CullHighlightThree"
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}
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Pass {
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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sampler2D _CameraDepthTexture;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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struct appdata {
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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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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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v2f vert (appdata v) {
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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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return o;
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}
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fixed4 frag (v2f i) : SV_Target {
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float depth = tex2D(_CameraDepthTexture,i.uv).r;
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depth = Linear01Depth(depth)* _ProjectionParams.z;
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return half4(0,0,1,depth);
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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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}
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