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151 lines
3.6 KiB
151 lines
3.6 KiB
Shader "Hidden/ProbeVolume/VoxelizeScene"
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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HLSLINCLUDE
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#define EPSILON (1e-10)
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ENDHLSL
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Pass
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{
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Name "VoxelizeTerrain"
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Cull Off
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// ColorMask 0
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ZWrite Off
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ZClip Off
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HLSLPROGRAM
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#pragma vertex TerrainVert
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#pragma fragment TerrainFrag
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#pragma target 4.5
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "VoxelizeMesh"
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Cull Off
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ColorMask 0
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ZWrite Off
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ZClip Off
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Conservative True
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HLSLPROGRAM
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#pragma vertex ConservativeVertex
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#pragma geometry ConservativeGeom
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#pragma fragment ConservativeFrag
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#pragma target 4.5
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#pragma require geometry
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "VoxelizeTree"
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Cull Off
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ColorMask 0
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ZWrite Off
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ZClip Off
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Conservative True
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HLSLPROGRAM
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#pragma vertex ConservativeVertex
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#pragma geometry ConservativeGeom
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#pragma fragment ConservativeFrag
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#pragma target 4.5
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#pragma require geometry
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//#pragma enable_d3d11_debug_symbols
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#pragma multi_compile _ PROCEDURAL_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl"
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ENDHLSL
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}
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}
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// Fallback subshader for platform that don't support geometry shaders
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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HLSLINCLUDE
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#define EPSILON (1e-10)
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ENDHLSL
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Pass
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{
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Name "VoxelizeTerrain"
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Cull Off
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// ColorMask 0
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ZWrite Off
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ZClip Off
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HLSLPROGRAM
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#pragma vertex TerrainVert
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#pragma fragment TerrainFrag
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#pragma target 4.5
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "VoxelizeMeshFallback"
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Cull Off
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ColorMask 0
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ZWrite Off
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ZClip Off
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HLSLPROGRAM
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#pragma vertex MeshVert
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#pragma fragment MeshFrag
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#pragma target 4.5
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// #pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "VoxelizeTreeFallback"
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Cull Off
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ColorMask 0
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ZWrite Off
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ZClip Off
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HLSLPROGRAM
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#pragma vertex MeshVert
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#pragma fragment MeshFrag
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#pragma target 4.5
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//#pragma enable_d3d11_debug_symbols
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#pragma multi_compile _ PROCEDURAL_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/VoxelizeScene.hlsl"
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ENDHLSL
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}
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}
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}
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