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.
96 lines
2.3 KiB
96 lines
2.3 KiB
// 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 |
|
} |
|
} |
|
}
|
|
|