modified maps
modified maps
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "Hidden/PrepareSunShaftsBlur" {
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Properties {
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_MainTex ("Base", 2D) = "" {}
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_Skybox ("Skybox", 2D) = "" {}
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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struct v2f {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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sampler2D _MainTex;
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sampler2D _Skybox;
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sampler2D_float _CameraDepthTexture;
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uniform half _NoSkyBoxMask;
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uniform half4 _SunPosition;
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v2f vert (appdata_img v) {
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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return o;
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}
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half TransformColor (half4 skyboxValue) {
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return max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11)));
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}
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half4 frag (v2f i) : SV_Target {
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float depthSample = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy);
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half4 tex = tex2D (_MainTex, i.uv.xy);
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depthSample = Linear01Depth (depthSample);
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// consider maximum radius
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half2 vec = _SunPosition.xy - i.uv.xy;
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half dist = saturate (_SunPosition.w - length (vec.xy));
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half4 outColor = 0;
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// consider shafts blockers
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if (depthSample > 0.99)
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outColor = TransformColor (tex) * dist;
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return outColor;
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}
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half4 fragNoDepthNeeded (v2f i) : SV_Target {
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float4 sky = (tex2D (_Skybox, i.uv.xy));
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float4 tex = (tex2D (_MainTex, i.uv.xy));
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// consider maximum radius
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half2 vec = _SunPosition.xy - i.uv.xy;
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half dist = saturate (_SunPosition.w - length (vec));
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half4 outColor = 0;
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if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2)
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outColor = TransformColor (sky) * dist;
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return outColor;
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}
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ENDCG
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Subshader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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Pass {
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment fragNoDepthNeeded
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ENDCG
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}
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}
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Fallback off
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} // shader
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