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- Shader "Hidden/Post FX/Ambient Occlusion"
- {
- CGINCLUDE
-
- #pragma target 3.0
-
- ENDCG
-
- SubShader
- {
- ZTest Always Cull Off ZWrite Off
-
- // 0: Occlusion estimation with CameraDepthTexture
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragAO
- #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
- #define SOURCE_DEPTH
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 1: Occlusion estimation with CameraDepthNormalsTexture
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragAO
- #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
- #define SOURCE_DEPTHNORMALS
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 2: Occlusion estimation with G-Buffer
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragAO
- #pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
- #define SOURCE_GBUFFER
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 3: Separable blur (horizontal pass) with CameraDepthNormalsTexture
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragBlur
- #define SOURCE_DEPTHNORMALS
- #define BLUR_HORIZONTAL
- #define BLUR_SAMPLE_CENTER_NORMAL
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 4: Separable blur (horizontal pass) with G-Buffer
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragBlur
- #define SOURCE_GBUFFER
- #define BLUR_HORIZONTAL
- #define BLUR_SAMPLE_CENTER_NORMAL
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 5: Separable blur (vertical pass)
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragBlur
- #define BLUR_VERTICAL
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 6: Final composition
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragComposition
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 7: Final composition (ambient only mode)
- Pass
- {
- Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex VertCompositionGBuffer
- #pragma fragment FragCompositionGBuffer
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
-
- // 8: Debug visualization
- Pass
- {
- CGPROGRAM
- #pragma vertex VertMultitex
- #pragma fragment FragComposition
- #define DEBUG_COMPOSITION
- #include "AmbientOcclusion.cginc"
- ENDCG
- }
- }
- }
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