Files
H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Deferred/Decode.cginc
T

40 lines
1.0 KiB
HLSL
Raw Normal View History

2022-01-22 20:13:49 -08:00
// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file Decode.cginc
/// @brief Deferred decode light buffer pass vertex & fragment shaders.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFERRED_DECODE_CGINC
#define ALLOY_SHADERS_DEFERRED_DECODE_CGINC
sampler2D _LightBuffer;
struct AFragmentInput {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
AFragmentInput aMainVertexShader(
float4 vertex : POSITION,
float2 texcoord : TEXCOORD0)
{
AFragmentInput o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
#ifdef UNITY_SINGLE_PASS_STEREO
o.texcoord = TransformStereoScreenSpaceTex(o.texcoord, 1.0f);
#endif
return o;
}
fixed4 aMainFragmentShader(
AFragmentInput i) : SV_Target
{
return -log2(tex2D(_LightBuffer, i.texcoord));
}
#endif // ALLOY_SHADERS_DEFERRED_DECODE_CGINC