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CrowdControl/Assets/Top Down/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/frag_ao.cginc

49 lines
1.6 KiB
HLSL

half frag_ao (v2f_ao i, int sampleCount, float3 samples[INPUT_SAMPLE_COUNT])
{
// read random normal from noise texture
half3 randN = tex2D (_RandomTexture, i.uvr).xyz * 2.0 - 1.0;
// read scene depth/normal
float4 depthnormal = tex2D (_CameraDepthNormalsTexture, i.uv);
float3 viewNorm;
float depth;
DecodeDepthNormal (depthnormal, depth, viewNorm);
depth *= _ProjectionParams.z;
float scale = _Params.x / depth;
// accumulated occlusion factor
float occ = 0.0;
for (int s = 0; s < sampleCount; ++s)
{
// Reflect sample direction around a random vector
half3 randomDir = reflect(samples[s], randN);
// Make it point to the upper hemisphere
half flip = (dot(viewNorm,randomDir)<0) ? 1.0 : -1.0;
randomDir *= -flip;
// Add a bit of normal to reduce self shadowing
randomDir += viewNorm * 0.3;
float2 offset = randomDir.xy * scale;
float sD = depth - (randomDir.z * _Params.x);
// Sample depth at offset location
float4 sampleND = tex2D (_CameraDepthNormalsTexture, i.uv + offset);
float sampleD;
float3 sampleN;
DecodeDepthNormal (sampleND, sampleD, sampleN);
sampleD *= _ProjectionParams.z;
float zd = saturate(sD-sampleD);
if (zd > _Params.y) {
// This sample occludes, contribute to occlusion
occ += pow(1-zd,_Params.z); // sc2
//occ += 1.0-saturate(pow(1.0 - zd, 11.0) + zd); // nullsq
//occ += 1.0/(1.0+zd*zd*10); // iq
}
}
occ /= sampleCount;
return 1-occ;
}