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H3VR-TNH-Quality-of-Life-Im…/Assets/Alloy/Shaders/3.0/Deferred/Alloy Deferred Transmission.shader
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2022-01-22 20:13:49 -08:00

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