// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' Shader "Hidden/SSAO" { Properties { _MainTex ("", 2D) = "" {} _RandomTexture ("", 2D) = "" {} _SSAO ("", 2D) = "" {} } Subshader { ZTest Always Cull Off ZWrite Off Fog { Mode Off } CGINCLUDE // Common code used by several SSAO passes below #include "UnityCG.cginc" #pragma exclude_renderers gles struct v2f_ao { float4 pos : POSITION; float2 uv : TEXCOORD0; float2 uvr : TEXCOORD1; }; uniform float2 _NoiseScale; float4 _CameraDepthNormalsTexture_ST; v2f_ao vert_ao (appdata_img v) { v2f_ao o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _CameraDepthNormalsTexture); o.uvr = v.texcoord.xy * _NoiseScale; return o; } sampler2D _CameraDepthNormalsTexture; sampler2D _RandomTexture; float4 _Params; // x=radius, y=minz, z=attenuation power, w=SSAO power #if defined(SHADER_API_XBOX360)|| defined(SHADER_API_D3D11) # define INPUT_SAMPLE_COUNT 8 # include "frag_ao.cginc" # define INPUT_SAMPLE_COUNT 14 # include "frag_ao.cginc" # define INPUT_SAMPLE_COUNT 26 # include "frag_ao.cginc" # define INPUT_SAMPLE_COUNT 34 # include "frag_ao.cginc" #else # define INPUT_SAMPLE_COUNT # include "frag_ao.cginc" #endif ENDCG // ---- SSAO pass, 8 samples Pass { CGPROGRAM #pragma vertex vert_ao #pragma fragment frag #pragma target 3.0 #pragma fragmentoption ARB_precision_hint_fastest half4 frag (v2f_ao i) : COLOR { #define SAMPLE_COUNT 8 const float3 RAND_SAMPLES[SAMPLE_COUNT] = { float3(0.01305719,0.5872321,-0.119337), float3(0.3230782,0.02207272,-0.4188725), float3(-0.310725,-0.191367,0.05613686), float3(-0.4796457,0.09398766,-0.5802653), float3(0.1399992,-0.3357702,0.5596789), float3(-0.2484578,0.2555322,0.3489439), float3(0.1871898,-0.702764,-0.2317479), float3(0.8849149,0.2842076,0.368524), }; return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); } ENDCG } // ---- SSAO pass, 14 samples Pass { CGPROGRAM #pragma vertex vert_ao #pragma fragment frag #pragma target 3.0 #pragma fragmentoption ARB_precision_hint_fastest half4 frag (v2f_ao i) : COLOR { #define SAMPLE_COUNT 14 const float3 RAND_SAMPLES[SAMPLE_COUNT] = { float3(0.4010039,0.8899381,-0.01751772), float3(0.1617837,0.1338552,-0.3530486), float3(-0.2305296,-0.1900085,0.5025396), float3(-0.6256684,0.1241661,0.1163932), float3(0.3820786,-0.3241398,0.4112825), float3(-0.08829653,0.1649759,0.1395879), float3(0.1891677,-0.1283755,-0.09873557), float3(0.1986142,0.1767239,0.4380491), float3(-0.3294966,0.02684341,-0.4021836), float3(-0.01956503,-0.3108062,-0.410663), float3(-0.3215499,0.6832048,-0.3433446), float3(0.7026125,0.1648249,0.02250625), float3(0.03704464,-0.939131,0.1358765), float3(-0.6984446,-0.6003422,-0.04016943), }; return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); } ENDCG } // ---- SSAO pass, 26 samples Pass { CGPROGRAM #pragma vertex vert_ao #pragma fragment frag #pragma target 3.0 #pragma fragmentoption ARB_precision_hint_fastest half4 frag (v2f_ao i) : COLOR { #define SAMPLE_COUNT 26 const float3 RAND_SAMPLES[SAMPLE_COUNT] = { float3(0.2196607,0.9032637,0.2254677), float3(0.05916681,0.2201506,-0.1430302), float3(-0.4152246,0.1320857,0.7036734), float3(-0.3790807,0.1454145,0.100605), float3(0.3149606,-0.1294581,0.7044517), float3(-0.1108412,0.2162839,0.1336278), float3(0.658012,-0.4395972,-0.2919373), float3(0.5377914,0.3112189,0.426864), float3(-0.2752537,0.07625949,-0.1273409), float3(-0.1915639,-0.4973421,-0.3129629), float3(-0.2634767,0.5277923,-0.1107446), float3(0.8242752,0.02434147,0.06049098), float3(0.06262707,-0.2128643,-0.03671562), float3(-0.1795662,-0.3543862,0.07924347), float3(0.06039629,0.24629,0.4501176), float3(-0.7786345,-0.3814852,-0.2391262), float3(0.2792919,0.2487278,-0.05185341), float3(0.1841383,0.1696993,-0.8936281), float3(-0.3479781,0.4725766,-0.719685), float3(-0.1365018,-0.2513416,0.470937), float3(0.1280388,-0.563242,0.3419276), float3(-0.4800232,-0.1899473,0.2398808), float3(0.6389147,0.1191014,-0.5271206), float3(0.1932822,-0.3692099,-0.6060588), float3(-0.3465451,-0.1654651,-0.6746758), float3(0.2448421,-0.1610962,0.1289366), }; return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); } ENDCG } // ---- Blur pass Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv : TEXCOORD0; }; float4 _MainTex_ST; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv = TRANSFORM_TEX (v.texcoord, _CameraDepthNormalsTexture); return o; } sampler2D _SSAO; float3 _TexelOffsetScale; inline half CheckSame (half4 n, half4 nn) { // difference in normals half2 diff = abs(n.xy - nn.xy); half sn = (diff.x + diff.y) < 0.1; // difference in depth float z = DecodeFloatRG (n.zw); float zz = DecodeFloatRG (nn.zw); float zdiff = abs(z-zz) * _ProjectionParams.z; half sz = zdiff < 0.2; return sn * sz; } half4 frag( v2f i ) : COLOR { #define NUM_BLUR_SAMPLES 4 float2 o = _TexelOffsetScale.xy; half sum = tex2D(_SSAO, i.uv).r * (NUM_BLUR_SAMPLES + 1); half denom = NUM_BLUR_SAMPLES + 1; half4 geom = tex2D (_CameraDepthNormalsTexture, i.uv); for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) { float2 nuv = i.uv + o * (s+1); half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); sum += tex2D (_SSAO, nuv.xy).r * coef; denom += coef; } for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) { float2 nuv = i.uv - o * (s+1); half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); sum += tex2D (_SSAO, nuv.xy).r * coef; denom += coef; } return sum / denom; } ENDCG } // ---- Composite pass Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #include "UnityCG.cginc" struct v2f { float4 pos : POSITION; float2 uv[2] : TEXCOORD0; }; v2f vert (appdata_img v) { v2f o; o.pos = UnityObjectToClipPos (v.vertex); o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); o.uv[1] = MultiplyUV (UNITY_MATRIX_TEXTURE1, v.texcoord); return o; } sampler2D _MainTex; sampler2D _SSAO; half4 frag( v2f i ) : COLOR { half4 c = tex2D (_MainTex, i.uv[0]); half ao = tex2D (_SSAO, i.uv[1]).r; ao = pow (ao, _Params.w); c.rgb *= ao; return c; } ENDCG } } Fallback off }