wangguan
2020-10-27 1cc976d33bfbe7488c85df9d35f28aa6e4360294
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
Shader "Hidden/Post FX/Ambient Occlusion"
{
    CGINCLUDE
 
        #pragma target 3.0
 
    ENDCG
 
    SubShader
    {
        ZTest Always Cull Off ZWrite Off
 
        // 0: Occlusion estimation with CameraDepthTexture
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragAO
                #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
                #define SOURCE_DEPTH
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 1: Occlusion estimation with CameraDepthNormalsTexture
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragAO
                #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
                #define SOURCE_DEPTHNORMALS
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 2: Occlusion estimation with G-Buffer
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragAO
                #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
                #define SOURCE_GBUFFER
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 3: Separable blur (horizontal pass) with CameraDepthNormalsTexture
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragBlur
                #define SOURCE_DEPTHNORMALS
                #define BLUR_HORIZONTAL
                #define BLUR_SAMPLE_CENTER_NORMAL
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 4: Separable blur (horizontal pass) with G-Buffer
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragBlur
                #define SOURCE_GBUFFER
                #define BLUR_HORIZONTAL
                #define BLUR_SAMPLE_CENTER_NORMAL
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 5: Separable blur (vertical pass)
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragBlur
                #define BLUR_VERTICAL
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 6: Final composition
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragComposition
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 7: Final composition (ambient only mode)
        Pass
        {
            Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
 
            CGPROGRAM
                #pragma vertex VertCompositionGBuffer
                #pragma fragment FragCompositionGBuffer
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
 
        // 8: Debug visualization
        Pass
        {
            CGPROGRAM
                #pragma vertex VertMultitex
                #pragma fragment FragComposition
                #define DEBUG_COMPOSITION
                #include "AmbientOcclusion.cginc"
            ENDCG
        }
    }
}