6 lines
1.1 KiB
C#
6 lines
1.1 KiB
C#
namespace Auspex.Rendering.Direct3D;
|
|
|
|
internal static class ShapeSharedShader
|
|
{
|
|
public const string Mixin = "\nTexture2D<float4> _sceneDepth : register(t0);\nSamplerState _occlusionSampler\n{\n Filter = MIN_MAG_MIP_POINT;\n AddressU = CLAMP;\n AddressV = CLAMP;\n};\n\n// fadeParams: x=OccludedAlpha, y=OcclusionTolerance (m), z=FadeStart (m), w=FadeStop (m).\nfloat4 applyShared(float4 color, float3 projPos, float4 fadeParams)\n{\n float2 uv = projPos.xy * pixelToUv;\n float sceneNdcZ = _sceneDepth.Sample(_occlusionSampler, uv).r;\n\n float near = viewProj._m32;\n float shapeWorldZ = near / max(projPos.z, 1e-6);\n float sceneWorldZ = near / max(sceneNdcZ, 1e-6);\n\n float behindMeters = max(shapeWorldZ - sceneWorldZ, 0.0);\n float occlusion = behindMeters <= fadeParams.y ? 1.0 : fadeParams.x;\n\n float distanceFactor = 1.0;\n if (fadeParams.w < 1e10)\n {\n float range = max(fadeParams.w - fadeParams.z, 1e-4);\n distanceFactor = saturate((fadeParams.w - shapeWorldZ) / range);\n }\n\n color.a *= occlusion * distanceFactor;\n return color;\n}";
|
|
}
|