// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Enviro/Effects/LightShafts" { Properties{ _MainTex("Base", Any) = "" {} _ColorBuffer("Color", Any) = "" {} _Skybox("Skybox", Any) = "" {} } CGINCLUDE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; #if UNITY_UV_STARTS_AT_TOP float2 uv1 : TEXCOORD1; #endif UNITY_VERTEX_OUTPUT_STEREO }; struct v2f_radial { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 blurVector : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); UNITY_DECLARE_SCREENSPACE_TEXTURE(_ColorBuffer); UNITY_DECLARE_SCREENSPACE_TEXTURE(_Skybox); //sampler2D_float _CameraDepthTexture; UNITY_DECLARE_DEPTH_TEXTURE(_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; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins 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{ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 colorA = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); #if UNITY_UV_STARTS_AT_TOP half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST)); #else half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_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{ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 colorA = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); #if UNITY_UV_STARTS_AT_TOP half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_ColorBuffer, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _ColorBuffer_ST)); #else half4 colorB = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_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; UNITY_SETUP_INSTANCE_ID(v); //Insert UNITY_INITIALIZE_OUTPUT(v2f_radial, o); //Insert UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); //Ins 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 { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); half4 color = half4(0,0,0,0); for (int j = 0; j < SAMPLES_INT; j++) { half4 tmpColor = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_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{ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); #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 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST)); depthSample = Linear01Depth(depthSample); // consider maximum radius #if UNITY_UV_STARTS_AT_TOP half2 vec = _SunPosition.xy - UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST); #else half2 vec = _SunPosition.xy - UnityStereoScreenSpaceUVAdjust(i.uv.xy, _MainTex_ST); #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{ UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); #if UNITY_UV_STARTS_AT_TOP float4 sky = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv1.xy, _Skybox_ST))); #else float4 sky = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_Skybox, UnityStereoScreenSpaceUVAdjust(i.uv.xy, _Skybox_ST))); #endif float4 tex = (UNITY_SAMPLE_SCREENSPACE_TEXTURE(_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