Make work with astra
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119
UnityProject/Assets/ThirdParty/PostProcessing/Resources/Shaders/AmbientOcclusion.shader
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119
UnityProject/Assets/ThirdParty/PostProcessing/Resources/Shaders/AmbientOcclusion.shader
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Shader "Hidden/Post FX/Ambient Occlusion"
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{
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CGINCLUDE
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#pragma target 3.0
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ENDCG
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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// 0: Occlusion estimation with CameraDepthTexture
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragAO
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#pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
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#define SOURCE_DEPTH
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 1: Occlusion estimation with CameraDepthNormalsTexture
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragAO
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#pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
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#define SOURCE_DEPTHNORMALS
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 2: Occlusion estimation with G-Buffer
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragAO
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#pragma multi_compile FOG_OFF FOG_LINEAR FOG_EXP FOG_EXP2
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#define SOURCE_GBUFFER
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 3: Separable blur (horizontal pass) with CameraDepthNormalsTexture
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragBlur
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#define SOURCE_DEPTHNORMALS
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#define BLUR_HORIZONTAL
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#define BLUR_SAMPLE_CENTER_NORMAL
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 4: Separable blur (horizontal pass) with G-Buffer
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragBlur
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#define SOURCE_GBUFFER
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#define BLUR_HORIZONTAL
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#define BLUR_SAMPLE_CENTER_NORMAL
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 5: Separable blur (vertical pass)
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragBlur
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#define BLUR_VERTICAL
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 6: Final composition
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragComposition
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 7: Final composition (ambient only mode)
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Pass
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{
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Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex VertCompositionGBuffer
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#pragma fragment FragCompositionGBuffer
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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// 8: Debug visualization
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Pass
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{
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CGPROGRAM
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#pragma vertex VertMultitex
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#pragma fragment FragComposition
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#define DEBUG_COMPOSITION
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#include "AmbientOcclusion.cginc"
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ENDCG
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}
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}
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}
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