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3d-gangjiegou/Assets/Enviro 3 - Sky and Weather/Resources/Shader/Clouds/EnviroVolumetricCloudsDepthURP.shader
2026-05-08 15:34:53 +08:00

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Shader "Hidden/EnviroVolumetricCloudsDepthURP"
{
Properties
{
_MainTex ("Texture", any) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
//Pass 1 downsample
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
SAMPLER (sampler_CameraDepthTexture);
float4 _CameraDepthTexture_TexelSize;
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uv00 : TEXCOORD1;
float2 uv10 : TEXCOORD2;
float2 uv01 : TEXCOORD3;
float2 uv11 : TEXCOORD4;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.vertex = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
o.uv00 = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv) - 0.5 * _CameraDepthTexture_TexelSize.xy;
o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0);
o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y);
o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy;
return o;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
float4 depth;
depth[0] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv00).r;
depth[1] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv10).r;
depth[2] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv01).r;
depth[3] = SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv11).r;
return min(depth[0], min(depth[1], min(depth[2], depth[3])));
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
}
//Pass 2 Copy
Pass
{
Cull Off ZWrite Off ZTest Always
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ ENVIROURP
#if defined (ENVIROURP)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
TEXTURE2D_X_FLOAT(_CameraDepthTexture);
SAMPLER (sampler_CameraDepthTexture);
struct appdata
{
uint vertex : SV_VertexID;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 pos = GetFullScreenTriangleVertexPosition(v.vertex);
float2 uv = GetFullScreenTriangleTexCoord(v.vertex);
o.vertex = pos;
o.uv = DYNAMIC_SCALING_APPLY_SCALEBIAS(uv);
return o;
}
float frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
return SAMPLE_TEXTURE2D_X(_CameraDepthTexture,sampler_CameraDepthTexture,i.uv).r;
}
#else
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = v.vertex;
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
float4 frag (v2f i) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
#endif
ENDHLSL
}
}
}