Files
H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/Deferred/ReflectionAdd.cginc
T
2022-01-22 20:13:49 -08:00

43 lines
1.1 KiB
HLSL

// Alloy Physical Shader Framework
// Copyright 2013-2017 RUST LLC.
// http://www.alloy.rustltd.com/
/////////////////////////////////////////////////////////////////////////////////
/// @file ReflectionAdd.cginc
/// @brief Deferred reflection buffer add pass vertex & fragment shaders.
/////////////////////////////////////////////////////////////////////////////////
#ifndef ALLOY_SHADERS_DEFERRED_REFLECTION_ADD_CGINC
#define ALLOY_SHADERS_DEFERRED_REFLECTION_ADD_CGINC
#include "UnityCG.cginc"
sampler2D _CameraReflectionsTexture;
struct AFragmentInput {
float2 uv : TEXCOORD0;
float4 pos : SV_POSITION;
};
AFragmentInput aMainVertexShader(
float3 vertex : POSITION)
{
AFragmentInput o;
o.pos = UnityObjectToClipPos(vertex);
o.uv = ComputeScreenPos(o.pos).xy;
return o;
}
half4 aMainFragmentShader(
AFragmentInput i) : SV_Target
{
half4 c = tex2D(_CameraReflectionsTexture, i.uv);
#ifdef UNITY_HDR_ON
return float4(c.rgb, 0.0f);
#else
return float4(exp2(-c.rgb), 0.0f);
#endif
}
#endif // ALLOY_SHADERS_DEFERRED_REFLECTION_ADD_CGINC