72 lines
2.5 KiB
HLSL
72 lines
2.5 KiB
HLSL
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#ifndef LIL_PASS_FORWARD_REFLACTION_BLUR_INCLUDED
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#define LIL_PASS_FORWARD_REFLACTION_BLUR_INCLUDED
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#include "lil_common.hlsl"
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#include "lil_common_appdata.hlsl"
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//------------------------------------------------------------------------------------------------------------------------------
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// Structure
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#if !defined(LIL_CUSTOM_V2F_MEMBER)
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#define LIL_CUSTOM_V2F_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7)
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#endif
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#define LIL_V2F_POSITION_CS
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#define LIL_V2F_TEXCOORD0
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struct v2f
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{
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float4 positionCS : SV_POSITION;
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float2 uv0 : TEXCOORD0;
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LIL_CUSTOM_V2F_MEMBER(1,2,3,4,5,6,7,8)
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LIL_VERTEX_INPUT_INSTANCE_ID
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LIL_VERTEX_OUTPUT_STEREO
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};
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//------------------------------------------------------------------------------------------------------------------------------
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// Shader
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#include "lil_common_vert.hlsl"
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#include "lil_common_frag.hlsl"
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float4 frag(v2f input LIL_VFACE(facing)) : SV_Target
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{
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LIL_SETUP_INSTANCE_ID(input);
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LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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lilFragData fd = lilInitFragData();
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BEFORE_UNPACK_V2F
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OVERRIDE_UNPACK_V2F
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LIL_COPY_VFACE(fd.facing);
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#if defined(LIL_FEATURE_REFLECTION)
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BEFORE_ANIMATE_MAIN_UV
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OVERRIDE_ANIMATE_MAIN_UV
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float3 refractCol = 0;
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float sum = 0;
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fd.smoothness = _Smoothness;
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#if defined(LIL_FEATURE_SmoothnessTex)
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fd.smoothness *= LIL_SAMPLE_2D_ST(_SmoothnessTex, sampler_linear_repeat, fd.uvMain).r;
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#endif
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float perceptualRoughness = 1.0 - fd.smoothness;
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float roughness = perceptualRoughness * perceptualRoughness;
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#if !defined(LIL_LWTEX)
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float2 bgRes = lilGetWidthAndHeight(_lilBackgroundTexture);
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float aspect = bgRes.y / bgRes.x;
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#else
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float aspect = _lilBackgroundTexture_TexelSize.x * _lilBackgroundTexture_TexelSize.w;
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#endif
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float blurOffset = perceptualRoughness / sqrt(fd.positionSS.w) * aspect * (0.05 / LIL_REFRACTION_SAMPNUM);
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for(int j = -LIL_REFRACTION_SAMPNUM; j <= LIL_REFRACTION_SAMPNUM; j++)
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{
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refractCol += LIL_GET_BG_TEX(fd.uvScn + float2(j*blurOffset,0), 0).rgb * LIL_REFRACTION_GAUSDIST(j);
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sum += LIL_REFRACTION_GAUSDIST(j);
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}
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refractCol /= sum;
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return float4(refractCol,1.0);
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#else
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float3 refractCol = LIL_GET_BG_TEX(fd.uvScn, 0).rgb;
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return float4(refractCol,1.0);
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#endif
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}
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#endif |