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InterpolateAlongRays.shader
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InterpolateAlongRays.shader
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Shader "Hidden/InterpolateAlongRays" {
SubShader {
Pass {
ZWrite Off Fog { Mode Off }
Blend Off
Cull Off
CGPROGRAM
#include "UnityCG.cginc"
#include "Shared.cginc"
#pragma target 3.0
#pragma glsl
#pragma vertex vert_simple
#pragma fragment frag
sampler2D _InterpolationEpi;
sampler2D _RaymarchedLightEpi;
float4 _RaymarchedLightEpiTexDim;
float4 frag (posuv i) : COLOR
{
int intstep = GetInterpolationStep(i.uv.x);
float stepRcp = 1.0/intstep;
float2 sample = tex2D(_InterpolationEpi, i.uv).xy;
float2 weight = 1;
if (sample.x < 0)
{
#ifdef SHADER_API_D3D11
return 0;
#else
weight = 0;
sample = 0;
#endif
}
// If left (x) is 0, right (y) should be 1 or 0. Let's make it 1 to avoid division by 0 when calculating weights.
sample.y = lerp(sample.y, 1, sample.x == 0.0);
sample *= intstep/_RaymarchedLightEpiTexDim.x;
float2 left = i.uv;
left.x -= sample.x;
float2 right = i.uv;
right.x += sample.y;
weight *= sample.yx/(sample.x + sample.y);
float3 leftSample = tex2D(_RaymarchedLightEpi, left);
float3 rightSample = tex2D(_RaymarchedLightEpi, right);
return (leftSample*weight.x + rightSample*weight.y).xyzz;
}
ENDCG
}
}
}