You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
97 lines
2.3 KiB
97 lines
2.3 KiB
2 years ago
|
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||
|
|
||
|
// Marmoset Skyshop
|
||
|
// Copyright 2014 Marmoset LLC
|
||
|
// http://marmoset.co
|
||
|
|
||
|
Shader "Hidden/Marmoset/RGBM Cube" {
|
||
|
Properties {
|
||
|
_CubeHDR ("Cubemap", Cube) = "white" {}
|
||
|
}
|
||
|
|
||
|
SubShader {
|
||
|
Pass {
|
||
|
Tags {
|
||
|
"Queue"="Background"
|
||
|
"RenderType"="Background"
|
||
|
}
|
||
|
Cull Off ZWrite On Fog { Mode Off }
|
||
|
|
||
|
|
||
|
CGPROGRAM
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#pragma fragmentoption ARB_precision_hint_nicest
|
||
|
#pragma glsl
|
||
|
#pragma target 3.0
|
||
|
|
||
|
#pragma multi_compile MARMO_BOX_PROJECTION_OFF MARMO_BOX_PROJECTION_ON
|
||
|
#if MARMO_BOX_PROJECTION_ON
|
||
|
#define MARMO_BOX_PROJECTION
|
||
|
#endif
|
||
|
|
||
|
#pragma multi_compile MARMO_SKY_BLEND_OFF MARMO_SKY_BLEND_ON
|
||
|
#if MARMO_SKY_BLEND_ON
|
||
|
#define MARMO_SKY_BLEND
|
||
|
#endif
|
||
|
#pragma multi_compile MARMO_RGBM_INPUT_ON MARMO_RGBM_INPUT_OFF
|
||
|
#pragma multi_compile MARMO_RGBM_OUTPUT_ON MARMO_RGBM_OUTPUT_OFF
|
||
|
|
||
|
samplerCUBE _CubeHDR;
|
||
|
|
||
|
#include "UnityCG.cginc"
|
||
|
#include "../MarmosetCore.cginc"
|
||
|
|
||
|
struct appdata_t {
|
||
|
float4 vertex : POSITION;
|
||
|
float3 texcoord : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct v2f {
|
||
|
float4 vertex : POSITION;
|
||
|
float3 texcoord : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
v2f vert (appdata_t v) {
|
||
|
|
||
|
v2f o;
|
||
|
o.vertex = UnityObjectToClipPos(v.vertex);
|
||
|
o.texcoord = v.vertex;
|
||
|
//o.texcoord = v.texcoord;
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
//Forces gamma-space rendering to still return linear values from sRGB textures.
|
||
|
//Call on textures that do NOT bypass sRGB sampling.
|
||
|
half4 forceLinear3(half4 c) {
|
||
|
c.rgb = lerp(sRGBToLinear3(c.rgb), c.rgb, IS_LINEAR);
|
||
|
return c;
|
||
|
}
|
||
|
|
||
|
half4 frag (v2f i) : COLOR {
|
||
|
float3 dir = mulVec3(_SkyMatrix, i.texcoord);
|
||
|
float4 col = texCUBE(_CubeHDR, dir);
|
||
|
col = forceLinear3(col);
|
||
|
#if (MARMO_RGBM_INPUT_ON && MARMO_RGBM_OUTPUT_ON) || (MARMO_RGBM_INPUT_OFF && MARMO_RGBM_OUTPUT_OFF)
|
||
|
// return col;
|
||
|
#endif
|
||
|
|
||
|
#if MARMO_RGBM_INPUT_ON
|
||
|
col.rgb = fromRGBM(col);
|
||
|
#endif
|
||
|
|
||
|
#if MARMO_RGBM_OUTPUT_ON
|
||
|
col = HDRtoRGBM(col);
|
||
|
//output gets converted to sRGB by gamma correction, premptively undo it
|
||
|
col.rgb = lerp(col.rgb, sRGBToLinear3(col.rgb), IS_LINEAR);
|
||
|
#else
|
||
|
col.a = 1.0;
|
||
|
#endif
|
||
|
|
||
|
return col;
|
||
|
}
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
}
|