Shader "Hidden/SunShaftsComposite" { Properties { _MainTex ("Base", 2D) = "" {} _ColorBuffer ("Color", 2D) = "" {} _Skybox ("Skybox", 2D) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; #if UNITY_UV_STARTS_AT_TOP float2 uv1 : TEXCOORD1; #endif }; struct v2f_radial { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 blurVector : TEXCOORD1; }; sampler2D _MainTex; sampler2D _ColorBuffer; sampler2D _Skybox; sampler2D_float _CameraDepthTexture; uniform half4 _SunThreshold; uniform half4 _SunColor; uniform half4 _BlurRadius4; uniform half4 _SunPosition; uniform half4 _MainTex_TexelSize; half4 _MainTex_ST; half4 _ColorBuffer_ST; half4 _Skybox_ST; half4 _CameraDepthTexture_ST; #define SAMPLES_FLOAT 6.0f #define SAMPLES_INT 6 v2f vert( appdata_img v ) { v2f o; o.pos = UnityObjectToClipPos(v.vertex); o.uv = v.texcoord.xy; #if UNITY_UV_STARTS_AT_TOP o.uv1 = v.texcoord.xy; if (_MainTex_TexelSize.y < 0) o.uv1.y = 1-o.uv1.y; #endif return o; } half4 fragScreen(v2f i) : SV_Target { half4 colorA = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); #if UNITY_UV_STARTS_AT_TOP half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST)); #else half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST)); #endif half4 depthMask = saturate (colorB * _SunColor); return 1.0f - (1.0f-colorA) * (1.0f-depthMask); } half4 fragAdd(v2f i) : SV_Target { half4 colorA = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); #if UNITY_UV_STARTS_AT_TOP half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST)); #else half4 colorB = tex2D (_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _ColorBuffer_ST)); #endif half4 depthMask = saturate (colorB * _SunColor); return colorA + depthMask; } v2f_radial vert_radial( appdata_img v ) { v2f_radial o; o.pos = UnityObjectToClipPos(v.vertex); o.uv.xy = v.texcoord.xy; o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; return o; } half4 frag_radial(v2f_radial i) : SV_Target { half4 color = half4(0,0,0,0); for(int j = 0; j < SAMPLES_INT; j++) { half4 tmpColor = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); color += tmpColor; i.uv.xy += i.blurVector; } return color / SAMPLES_FLOAT; } half TransformColor (half4 skyboxValue) { return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0,0,0)), half3(1,1,1)); // threshold and convert to greyscale } half4 frag_depth (v2f i) : SV_Target { #if UNITY_UV_STARTS_AT_TOP float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _CameraDepthTexture_ST)); #else float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _CameraDepthTexture_ST)); #endif half4 tex = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); depthSample = Linear01Depth (depthSample); // consider maximum radius #if UNITY_UV_STARTS_AT_TOP half2 vec = _SunPosition.xy - i.uv1.xy; #else half2 vec = _SunPosition.xy - i.uv.xy; #endif half dist = saturate (_SunPosition.w - length (vec.xy)); half4 outColor = 0; // consider shafts blockers if (depthSample > 0.99) outColor = TransformColor (tex) * dist; return outColor; } half4 frag_nodepth (v2f i) : SV_Target { #if UNITY_UV_STARTS_AT_TOP float4 sky = (tex2D (_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _Skybox_ST))); #else float4 sky = (tex2D (_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _Skybox_ST))); #endif float4 tex = (tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST))); // consider maximum radius #if UNITY_UV_STARTS_AT_TOP half2 vec = _SunPosition.xy - i.uv1.xy; #else half2 vec = _SunPosition.xy - i.uv.xy; #endif half dist = saturate (_SunPosition.w - length (vec)); half4 outColor = 0; // find unoccluded sky pixels // consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) outColor = TransformColor (sky) * dist; return outColor; } ENDCG Subshader { Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment fragScreen ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert_radial #pragma fragment frag_radial ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag_depth ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment frag_nodepth ENDCG } Pass { ZTest Always Cull Off ZWrite Off CGPROGRAM #pragma vertex vert #pragma fragment fragAdd ENDCG } } Fallback off } // shader