ToriaAssets/Sources/Shaders/Compose.cginc
2026-05-19 12:20:15 +02:00

106 lines
2.7 KiB
HLSL

#include "UnityCG.cginc"
sampler2D _MainTex;
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
sampler2D _SnowedScene;
sampler2D _SnowedScene2;
sampler2D _DistantSnow;
sampler2D _FrostTex;
sampler2D _FrostNormals;
float3 _FrostIntensity;
fixed4 _FrostTintColor;
struct v2f {
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
float3 uv2: TEXCOORD1;
};
v2f vert( appdata_base v ) {
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST);
o.uv2 = float3(v.texcoord.xy, 1);
#if UNITY_UV_STARTS_AT_TOP
if (_MainTex_TexelSize.y < 0) {
o.uv2 = float3(v.texcoord.x, 1.0 - v.texcoord.y, -1);
}
#endif
return o;
}
fixed4 frag(v2f i) : SV_Target {
float4 uv = float4(i.uv, 0, 0);
float2 uv2 = i.uv2.xy;
float2 da = i.uv - UnityStereoScreenSpaceUVAdjust(0.5.xx, _MainTex_ST);
float dd = dot(da, da) * 2.0;
dd = saturate(pow(dd, _FrostIntensity.y)) * _FrostIntensity.x;
fixed4 frost = fixed4(0,0,0,0);
if (_FrostIntensity.x>0) {
frost = tex2Dlod(_FrostTex, uv);
#if UNITY_COLORSPACE_GAMMA
frost.rgb = GammaToLinearSpace(frost.rgb);
#endif
fixed4 norm = tex2Dlod(_FrostNormals, uv);
norm.rgb = UnpackNormal(norm);
float2 disp = norm.xy * _FrostIntensity.z * dd;
uv.xy += disp;
uv2 += float2(disp.x, disp.y * i.uv2.z);
}
fixed4 pixel = tex2D(_MainTex, uv.xy);
#if !NO_SNOW
#if JUST_DISTANT_SNOW
fixed4 snow = tex2D(_DistantSnow, uv.xy);
#else
#if FORCE_STEREO_RENDERING
fixed4 snow;
if (unity_StereoEyeIndex == 1) {
snow = tex2D(_SnowedScene2, uv2.xy);
} else {
snow = tex2D(_SnowedScene, uv2.xy);
}
#else
fixed4 snow = tex2D(_SnowedScene, uv2.xy);
#endif
#ifdef DISTANT_SNOW
fixed4 distantSnow = tex2D(_DistantSnow, uv.xy);
snow.rgb = lerp(snow.rgb, distantSnow.rgb, distantSnow.a);
snow.a = max(snow.a, distantSnow.a);
#endif
#endif
pixel.rgb = lerp(pixel.rgb, snow.rgb, snow.a);
#endif
#if !NO_FROST
frost.rgb *= dd;
pixel.rgb = frost.rgb * _FrostTintColor.rgb + pixel.rgb * (1.0 - frost.g);
#endif
return pixel;
}
fixed4 fragDebug(v2f i) : SV_Target {
#if JUST_DISTANT_SNOW
fixed4 snow = tex2D(_DistantSnow, i.uv2.xy);
#else
#if FORCE_STEREO_RENDERING
fixed4 snow;
if (unity_StereoEyeIndex == 1) {
snow = tex2D(_SnowedScene2, i.uv2.xy);
} else {
snow = tex2D(_SnowedScene, i.uv2.xy);
}
#else
fixed4 snow = tex2D(_SnowedScene, i.uv2.xy);
#endif
#ifdef DISTANT_SNOW
fixed4 distantSnow = tex2D(_DistantSnow, i.uv2.xy);
snow.rgb = lerp(snow.rgb, distantSnow.rgb, distantSnow.a);
snow.a = max(snow.a, distantSnow.a);
#endif
#endif
return snow * snow.a;
}