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#ifndef POI_BULGE
#define POI_BULGE
#ifndef POI_CAMERA_DEPTH
#define POI_CAMERA_DEPTH
sampler2D _CameraDepthTexture;
#endif
sampler2D _BulgeMask;
float _BuldgeFadeLength;
float _BuldgeHeight;
void bulgyWolgy(inout v2f o)
{
float depth = DecodeFloatRG(tex2Dlod(_CameraDepthTexture, float4(o.grabPos.xy / o.grabPos.w, 0, 0)));
float bulgeMask = tex2Dlod(_BulgeMask, float4(o.uv0.xy, 0, 0));
depth = Linear01Depth(depth);
float intersect = 0;
if (depth != 1)
{
float diff = distance(depth, Linear01Depth(o.pos.z / o.pos.w));
if(diff > 0)
{
intersect = 1 - smoothstep(0, _ProjectionParams.w * _BuldgeFadeLength, diff);
}
}
float4 offset = intersect * _BuldgeHeight * float4(o.normal, 0);
offset = IsInMirror() ? 0: offset;
offset *= bulgeMask;
o.worldPos = mul(unity_ObjectToWorld, o.localPos) + offset;
o.localPos = mul(unity_WorldToObject, o.worldPos);
o.pos = UnityObjectToClipPos(o.localPos);
}
#endif
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