107 lines
3.6 KiB
GLSL
107 lines
3.6 KiB
GLSL
// Overlaps two projections, prioritizes closer pixels
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Shader "Hidden/ftFarSphereProjClip"
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{
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Properties
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{
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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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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#include "UnityCG.cginc"
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struct v2f
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{
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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 (uint id : SV_VertexID)
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{
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v2f o;
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float4 pos[6];
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pos[0] = float4(-1, -1, 0.5, 1);
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pos[1] = float4(-1, 1, 0.5, 1);
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pos[2] = float4(1, 1, 0.5, 1);
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pos[3] = float4(1, 1, 0.5, 1);
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pos[4] = float4(1, -1, 0.5, 1);
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pos[5] = float4(-1, -1, 0.5, 1);
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o.vertex = pos[id];
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o.uv = o.vertex.xy * 0.5f + 0.5f;
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o.uv.y = 1.0f - o.uv.y;
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return o;
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}
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sampler2D _CurDepth, _ProjDepth, _CurNormal;
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float4x4 _CurInvViewProj, _ProjViewProj;
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float3 _CurPos, _ProjPos;
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float _InvCubeSize;
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float4 ComputeClipSpacePosition(float2 positionNDC, float deviceDepth)
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{
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float4 positionCS = float4(positionNDC * 2.0 - 1.0, deviceDepth, 1.0);
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positionCS.y = -positionCS.y;
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return positionCS;
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}
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float3 ComputeViewSpacePosition(float2 positionNDC, float deviceDepth, float4x4 invProjMatrix)
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{
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float4 positionCS = ComputeClipSpacePosition(positionNDC, deviceDepth);
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float4 hpositionVS = mul(invProjMatrix, positionCS);
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return hpositionVS.xyz / hpositionVS.w;
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}
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float4 frag (v2f i) : SV_Target
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{
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float curDepth = tex2D(_CurDepth, i.uv).r; // closer is whiter
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float3 curWPos = ComputeViewSpacePosition(i.uv, curDepth, _CurInvViewProj); // use different matrix to world
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float distToCur = distance(_CurPos, curWPos);
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float distToProj = distance(_ProjPos, curWPos);
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if (distToCur < distToProj) discard; // keep current if it's closer
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float texelOffset = _InvCubeSize;
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float3 curWNormal = tex2D(_CurNormal, i.uv).xyz * 2 - 1;
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float3 dir = normalize(curWPos - _ProjPos);
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if (dot(-dir, curWNormal) <= 0) discard; // keep backfacing
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float4 projPos = mul(_ProjViewProj, float4(curWPos, 1));
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projPos.xyz /= projPos.w;
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if (projPos.x < -1 || projPos.y < -1 || projPos.x > 1 || projPos.y > 1 || projPos.z < 0) discard; // keep current outside of projection
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projPos.y = -projPos.y;
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float2 projUV = projPos.xy * 0.5f + 0.5f;
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float occlusion = 0;
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int holeDilate = 2;
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for(int y=-holeDilate; y<=holeDilate; y++)
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{
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for(int x=-holeDilate; x<=holeDilate; x++)
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{
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float projDepth = tex2D(_ProjDepth, projUV + float2(x,y) * texelOffset).r;
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projDepth -= 0.0001f;
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bool occluded = projDepth > projPos.z;
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if (occluded) occlusion += 1;
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}
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}
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if (occlusion > 0) discard;
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// clear curDepth
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return 0;
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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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