FiE-Game/Assets/PostProcessing/Resources/Shaders/AmbientOcclusion.shader

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2023-07-24 21:52:50 +02:00
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
}
}
}