#ifndef HBAO_COMPOSITE_INCLUDED #define HBAO_COMPOSITE_INCLUDED #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "HBAO_Common.hlsl" inline half4 FetchOcclusion(float2 uv) { uv *= _HistoryBuffer_RTHandleScale.xy; return SAMPLE_TEXTURE2D_X(_HBAOTex, sampler_LinearClamp, uv * _TargetScale.zw); } inline half4 FetchSceneColor(float2 uv) { //return LOAD_TEXTURE2D_X(_MainTex, positionSS); // load not supported on GLES2 return SAMPLE_TEXTURE2D_X(_MainTex, sampler_PointClamp, uv); } inline half3 MultiBounceAO(float visibility, half3 albedo) { half3 a = 2.0404 * albedo - 0.3324; half3 b = -4.7951 * albedo + 0.6417; half3 c = 2.7552 * albedo + 0.6903; float x = visibility; return max(x, ((x * a + b) * x + c) * x); } float4 Composite_Frag(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); //uint2 positionSS = input.uv * _ScreenSize.xy; float2 uv = UnityStereoTransformScreenSpaceTex(input.uv); half4 ao = FetchOcclusion(uv); ao.a = saturate(pow(abs(ao.a), _Intensity)); #if LIT_AO half3 aoColor = ao.aaa; half4 col = ao.aaaa; #else half3 aoColor = lerp(_BaseColor.rgb, half3(1.0, 1.0, 1.0), ao.a); half4 col = FetchSceneColor(uv); #if MULTIBOUNCE aoColor = lerp(aoColor, MultiBounceAO(ao.a, lerp(col.rgb, _BaseColor.rgb, _BaseColor.rgb)), _MultiBounceInfluence); #endif col.rgb *= aoColor; #if COLOR_BLEEDING //col.rgb += 1 - ao.rgb; col.rgb += ao.rgb; #endif #endif // LIT_AO #if DEBUG_AO col.rgb = aoColor; #elif DEBUG_COLORBLEEDING && COLOR_BLEEDING //col.rgb = 1 - ao.rgb; col.rgb = ao.rgb; #elif DEBUG_NOAO_AO || DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY if (uv.x <= 0.4985) { #if DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY col = FetchSceneColor(uv); #endif // DEBUG_NOAO_AO || DEBUG_NOAO_AOONLY return col; } if (uv.x > 0.4985 && uv.x < 0.5015) { return half4(0, 0, 0, 1); } #if DEBUG_AO_AOONLY || DEBUG_NOAO_AOONLY col.rgb = aoColor; #endif // DEBUG_AO_AOONLY) || DEBUG_NOAO_AOONLY #endif // DEBUG_AO return col; } #endif // HBAO_COMPOSITE_INCLUDED