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Shader "Tutorial/018_Normal_Postprocessing"{
//show values to edit in inspector
Properties{
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
_upCutoff ("up cutoff", Range(0,1)) = 0.7
_topColor ("top color", Color) = (1,1,1,1)
}
SubShader{
// markers that specify that we don't need culling
// or comparing/writing to the depth buffer
Cull Off
ZWrite Off
ZTest Always
Pass{
CGPROGRAM
//include useful shader functions
#include "UnityCG.cginc"
//define vertex and fragment shader
#pragma vertex vert
#pragma fragment frag
//the rendered screen so far
sampler2D _MainTex;
//matrix to convert from view space to world space
float4x4 _viewToWorld;
//the depth normals texture
sampler2D _CameraDepthNormalsTexture;
//effect customisation
float _upCutoff;
float4 _topColor;
//the object data that's put into the vertex shader
struct appdata{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
//the data that's used to generate fragments and can be read by the fragment shader
struct v2f{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
};
//the vertex shader
v2f vert(appdata v){
v2f o;
//convert the vertex positions from object space to clip space so they can be rendered
o.position = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
//the fragment shader
fixed4 frag(v2f i) : SV_TARGET{
//read depthnormal
float4 depthnormal = tex2D(_CameraDepthNormalsTexture, i.uv);
//decode depthnormal
float3 normal;
float depth;
DecodeDepthNormal(depthnormal, depth, normal);
//get depth as distance from camera in units
depth = depth * _ProjectionParams.z;
normal = mul((float3x3)_viewToWorld, normal);
float up = dot(float3(0,1,0), normal);
up = step(_upCutoff, up);
float4 source = tex2D(_MainTex, i.uv);
float4 col = lerp(source, _topColor, up * _topColor.a);
return col;
}
ENDCG
}
}
}