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| Shader "Hidden/CustomDepth" | |
| { | |
| Properties | |
| { | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } | |
| LOD 100 |
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| public class VolumetricLightFeature : ScriptableRendererFeature | |
| { | |
| public enum DownSample { off = 1, half = 2, third = 3, quarter = 4 }; | |
| [System.Serializable] |
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| Shader "Hidden/VolumetricLight" | |
| { | |
| Properties | |
| { | |
| //we need to have _MainTex written exactly like this because unity will pass the source render texture into _MainTex automatically | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { |
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| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| //using https://alexanderameye.github.io/notes/edge-detection-outlines/ as a base for this script, including comments | |
| public class CustomDepthFeature : ScriptableRendererFeature | |
| { | |
| public Material material; | |
| public RenderPassEvent renderPassEvent; |
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| Pass | |
| { | |
| Name "Compositing" | |
| HLSLPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" | |
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| Pass | |
| { | |
| Name "SampleDepth" | |
| HLSLPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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| Pass | |
| { | |
| Name "Gaussian Blur x" | |
| HLSLPROGRAM | |
| #pragma vertex vert | |
| #pragma fragment frag | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" |
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| Shader "Hidden/VolumetricLight" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { | |
| // No culling or depth |
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| Shader "Hidden/VolumetricLight" | |
| { | |
| Properties | |
| { | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { | |
| // No culling or depth |
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| Shader "Hidden/VolumetricLight" | |
| { | |
| Properties | |
| { | |
| //we need to have _MainTex written exactly like this because unity will pass the source render texture into _MainTex automatically | |
| _MainTex ("Texture", 2D) = "white" {} | |
| } | |
| SubShader | |
| { |
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