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							- #ifndef HBAO_COMPOSITE_INCLUDED
 
- #define HBAO_COMPOSITE_INCLUDED
 
- #include "UnityCG.cginc"
 
- #include "HBAO_Common.cginc"
 
- inline half4 FetchOcclusion(float2 uv) {
 
-     return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_HBAOTex, uv * _TargetScale.zw);
 
- }
 
- inline half4 FetchSceneColor(float2 uv) {
 
-     return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv);
 
- }
 
- inline half4 FetchGBuffer0(float2 uv) {
 
-     return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_TempTex, uv);
 
- }
 
- inline half4 FetchGBuffer3(float2 uv) {
 
-     return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, uv);
 
- }
 
- inline half3 MultiBounceAO(float visibility, half3 albedo) {
 
-     half3 a = 2.0404 * albedo - 0.3324;
 
-     half3 b = -4.7951 * albedo + 0.6417;
 
-     half3 c = 2.7552 * albedo + 0.6903;
 
-     float x = visibility;
 
-     return max(x, ((x * a + b) * x + c) * x);
 
- }
 
- half4 Composite_Frag(Varyings input) : SV_Target
 
- {
 
-     UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
 
-     //uint2 positionSS = input.uv * _ScreenSize.xy;
 
-     half4 ao = FetchOcclusion(input.uv);
 
-     ao.a = saturate(pow(abs(ao.a), _Intensity));
 
-     half3 aoColor = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), ao.a);
 
-     half4 col = FetchSceneColor(input.uv);
 
-     #if LIGHTING_LOG_ENCODED
 
-     col.rgb = -log2(col.rgb);
 
-     #endif
 
-     #if MULTIBOUNCE
 
-     aoColor = lerp(aoColor, MultiBounceAO(ao.a, lerp(col.rgb, _BaseColor.rgb, _BaseColor.rgb)), _MultiBounceInfluence);
 
-     #endif
 
-     col.rgb *= aoColor;
 
-     #if COLOR_BLEEDING
 
-     //col.rgb += 1 - ao.rgb;
 
-     col.rgb += ao.rgb;
 
-     #endif
 
-     #if LIGHTING_LOG_ENCODED
 
-     col.rgb = exp2(-col.rgb);
 
-     #endif
 
-     #if DEBUG_AO
 
-     col.rgb = aoColor;
 
-     #elif DEBUG_COLORBLEEDING && COLOR_BLEEDING
 
-     //col.rgb = 1 - ao.rgb;
 
-     col.rgb = ao.rgb;
 
-     #elif DEBUG_NOAO_AO || DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY
 
-     if (input.uv.x <= 0.4985) {
 
-     #if DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY
 
-         col = FetchSceneColor(input.uv);
 
-     #endif // DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY
 
-         return col;
 
-     }
 
-     if (input.uv.x > 0.4985 && input.uv.x < 0.5015) {
 
-         return half4(0, 0, 0, 1);
 
-     }
 
-     #if DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY
 
-     col.rgb = aoColor;
 
-     #endif // DEBUG_AO_AOONLY) || DEBUG_NOAO_AOONLY
 
-     #endif // DEBUG_AO
 
-     return col;
 
- }
 
- struct CombinedOutput {
 
-     half4 gbuffer0 : SV_Target0;	// albedo (RGB), occlusion (A)
 
-     half4 gbuffer3 : SV_Target1;	// emission (RGB), unused(A)
 
- };
 
- CombinedOutput Composite_Lit_Frag(Varyings input)
 
- {
 
-     UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
 
-     half4 ao = FetchOcclusion(input.uv);
 
-     ao.a = saturate(pow(abs(ao.a), _Intensity));
 
-     half3 aoColor = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), ao.a);
 
-     half4 albedoOcc = FetchGBuffer0(input.uv);
 
-     half4 emission = FetchGBuffer3(input.uv);
 
-     #if LIGHTING_LOG_ENCODED
 
-     emission.rgb = -log2(emission.rgb);
 
-     #endif
 
-     CombinedOutput o;
 
-     o.gbuffer0 = half4(albedoOcc.rgb, albedoOcc.a * ao.a);
 
-     o.gbuffer3 = half4(emission.rgb * lerp(aoColor, half3(1.0, 1.0, 1.0), saturate((emission.r + emission.g + emission.b) / 3)), emission.a);
 
-     #if COLOR_BLEEDING
 
-     //o.gbuffer3.rgb += 1 - ao.rgb;
 
-     o.gbuffer3.rgb += ao.rgb;
 
-     #endif
 
-     #if LIGHTING_LOG_ENCODED
 
-     o.gbuffer3.rgb = exp2(-o.gbuffer3.rgb);
 
-     #endif
 
-     return o;
 
- }
 
- #endif // HBAO_COMPOSITE_INCLUDED
 
 
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