mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
65 lines
1.7 KiB
Plaintext
65 lines
1.7 KiB
Plaintext
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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Shader "Hidden/Alloy/Deferred Shading" {
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Properties {
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_LightTexture0 ("", any) = "" {}
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_LightTextureB0 ("", 2D) = "" {}
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_ShadowMapTexture ("", any) = "" {}
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_SrcBlend ("", Float) = 1
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_DstBlend ("", Float) = 1
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}
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SubShader {
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// Pass 1: Lighting pass
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// LDR case - Lighting encoded into a subtractive ARGB8 buffer
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// HDR case - Lighting additively blended into floating point buffer
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Pass {
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ZWrite Off
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Blend [_SrcBlend] [_DstBlend]
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt
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#pragma multi_compile_lightpass
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#pragma multi_compile ___ UNITY_HDR_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#include "Assets/Alloy/Shaders/Deferred/Light.cginc"
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#include "Assets/Alloy/Shaders/Lighting/Standard.cginc"
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ENDCG
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}
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// Pass 2: Final decode pass.
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// Used only with HDR off, to decode the logarithmic buffer into the main RT
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Pass {
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ZTest Always
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Cull Off
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ZWrite Off
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Stencil {
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ref [_StencilNonBackground]
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readmask [_StencilNonBackground]
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// Normally just comp would be sufficient, but there's a bug and only front face stencil state is set (case 583207)
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compback equal
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compfront equal
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}
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#include "Assets/Alloy/Shaders/Deferred/Decode.cginc"
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ENDCG
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}
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}
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Fallback Off
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}
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