ScreenSpaceReflections.shader 1.9 KB

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  1. Shader "Hidden/PostProcessing/ScreenSpaceReflections"
  2. {
  3. // We need to use internal Unity lighting structures and functions for this effect so we have to
  4. // stick to CGPROGRAM instead of HLSLPROGRAM
  5. CGINCLUDE
  6. #include "UnityCG.cginc"
  7. #pragma target 5.0
  8. // Ported from StdLib, we can't include it as it'll conflict with internal Unity includes
  9. struct AttributesDefault
  10. {
  11. float3 vertex : POSITION;
  12. };
  13. struct VaryingsDefault
  14. {
  15. float4 vertex : SV_POSITION;
  16. float2 texcoord : TEXCOORD0;
  17. float2 texcoordStereo : TEXCOORD1;
  18. };
  19. VaryingsDefault VertDefault(AttributesDefault v)
  20. {
  21. VaryingsDefault o;
  22. o.vertex = float4(v.vertex.xy, 0.0, 1.0);
  23. o.texcoord = (v.vertex.xy + 1.0) * 0.5;
  24. #if UNITY_UV_STARTS_AT_TOP
  25. o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
  26. #endif
  27. o.texcoordStereo = TransformStereoScreenSpaceTex(o.texcoord, 1.0);
  28. return o;
  29. }
  30. #include "ScreenSpaceReflections.hlsl"
  31. ENDCG
  32. SubShader
  33. {
  34. Cull Off ZWrite Off ZTest Always
  35. // 0 - Test
  36. Pass
  37. {
  38. CGPROGRAM
  39. #pragma vertex VertDefault
  40. #pragma fragment FragTest
  41. ENDCG
  42. }
  43. // 1 - Resolve
  44. Pass
  45. {
  46. CGPROGRAM
  47. #pragma vertex VertDefault
  48. #pragma fragment FragResolve
  49. ENDCG
  50. }
  51. // 2 - Reproject
  52. Pass
  53. {
  54. CGPROGRAM
  55. #pragma vertex VertDefault
  56. #pragma fragment FragReproject
  57. ENDCG
  58. }
  59. // 3 - Composite
  60. Pass
  61. {
  62. CGPROGRAM
  63. #pragma vertex VertDefault
  64. #pragma fragment FragComposite
  65. ENDCG
  66. }
  67. }
  68. }