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- Shader "Hidden/Kronnect/SSR_URP" {
- Properties {
- _BumpMap("Normal Map", 2D) = "bump" {}
- _SmoothnessMap("Smoothness Map", 2D) = "white" {}
- _Color("", Color) = (1,1,1)
- _NoiseTex("", any) = "" {}
- _SSRSettings("", Vector) = (1,1,1,1)
- _SSRSettings2("", Vector) = (1,1,1,1)
- }
- HLSLINCLUDE
- #pragma target 3.0
- ENDHLSL
- Subshader {
- Tags { "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "DisableBatching"="True" "ForceNoShadowCasting"="True" }
- HLSLINCLUDE
- #pragma target 3.0
- #pragma prefer_hlslcc gles
- #pragma exclude_renderers d3d11_9x
-
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
- #include "SSR_Common.hlsl"
- ENDHLSL
- Pass { // 0: Copy exact
- ZWrite Off ZTest Always Cull Off
- HLSLPROGRAM
- #pragma vertex VertSSR
- #pragma fragment FragCopyExact
- #include "SSR_Blends.hlsl"
- ENDHLSL
- }
- Pass { // 1: Surface reflection
- HLSLPROGRAM
- #pragma vertex VertSSRSurf
- #pragma fragment FragSSRSurf
- #pragma multi_compile_local _ SSR_NORMALMAP
- #pragma multi_compile_local _ SSR_SMOOTHNESSMAP
- #pragma multi_compile_local _ SSR_JITTER
- #pragma multi_compile_local _ SSR_THICKNESS_FINE
- #include "SSR_Surface_Pass.hlsl"
- ENDHLSL
- }
- Pass { // 2 Resolve
- ZWrite Off ZTest Always Cull Off
- HLSLPROGRAM
- #pragma vertex VertSSR
- #pragma fragment FragResolve
- #include "SSR_Solve.hlsl"
- ENDHLSL
- }
- Pass { // 3 Blur horizontally
- ZWrite Off ZTest Always Cull Off
- HLSLPROGRAM
- #pragma vertex VertBlur
- #pragma fragment FragBlur
- #pragma multi_compile_local _ SSR_DENOISE
- #define SSR_BLUR_HORIZ
- #include "SSR_Blur.hlsl"
- ENDHLSL
- }
-
- Pass { // 4 Blur vertically
- ZWrite Off ZTest Always Cull Off
- HLSLPROGRAM
- #pragma vertex VertBlur
- #pragma fragment FragBlur
- #pragma multi_compile_local _ SSR_DENOISE
- #include "SSR_Blur.hlsl"
- ENDHLSL
- }
- Pass { // 5 Debug
- ZWrite Off ZTest Always Cull Off
- Blend One Zero
- HLSLPROGRAM
- #pragma vertex VertSSR
- #pragma fragment FragCopyExact
- #include "SSR_Blends.hlsl"
- ENDHLSL
- }
- Pass { // 6 Combine
- ZWrite Off ZTest Always Cull Off
- Blend One One // precomputed alpha in Resolve pass
- HLSLPROGRAM
- #pragma vertex VertSSR
- #pragma fragment FragCombine
- #include "SSR_Blends.hlsl"
- ENDHLSL
- }
- Pass { // 7 Combine with compare
- ZWrite Off ZTest Always Cull Off
- Blend One One // precomputed alpha in Resolve pass
- HLSLPROGRAM
- #pragma vertex VertSSR
- #pragma fragment FragCombineWithCompare
- #include "SSR_Blends.hlsl"
- ENDHLSL
- }
- Pass { // 8 Deferred pass
- ZWrite Off ZTest Always Cull Off
- HLSLPROGRAM
- #pragma vertex VertSSR
- #pragma fragment FragSSR
- #pragma multi_compile_local _ SSR_JITTER
- #pragma multi_compile_local _ SSR_THICKNESS_FINE
- #pragma multi_compile _ _GBUFFER_NORMALS_OCT
- #include "SSR_GBuf_Pass.hlsl"
- ENDHLSL
- }
- Pass { // 9: Copy with bilinear filter
- ZWrite Off ZTest Always Cull Off
- HLSLPROGRAM
- #pragma vertex VertSSR
- #pragma fragment FragCopy
- #include "SSR_Blends.hlsl"
- ENDHLSL
- }
- }
- FallBack Off
- }
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