struct v2f
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
float4 screenUV : TEXCOORD1;
float3 ray : TEXCOORD2;
half3 orientation : TEXCOORD3;
};
v2f vert (float3 v : POSITION)
{
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, float4(v,1));
o.uv = v.xz+0.5;
o.screenUV = ComputeScreenPos (o.pos);
o.ray = mul (UNITY_MATRIX_MV, float4(v,1)).xyz * float3(-1,-1,1);
o.orientation = mul ((float3x3)unity_ObjectToWorld, float3(0,1,0));
return o;
}
CBUFFER_START(UnityPerCamera2)
// float4x4 _CameraToWorld;
CBUFFER_END
sampler2D _MainTex;
sampler2D_float _CameraDepthTexture;
sampler2D _NormalsCopy;
fixed4 frag(v2f i) : SV_Target
{
i.ray = i.ray * (_ProjectionParams.z / i.ray.z);
float2 uv = i.screenUV.xy / i.screenUV.w;
// read depth and reconstruct world position
float depth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
depth = Linear01Depth (depth);
float4 vpos = float4(i.ray * depth,1);
float3 wpos = mul (unity_CameraToWorld, vpos).xyz;
float3 opos = mul (unity_WorldToObject, float4(wpos,1)).xyz;
clip (float3(0.5,0.5,0.5) - abs(opos.xyz));
i.uv = opos.xz+0.5;
half3 normal = tex2D(_NormalsCopy, uv).rgb;
fixed3 wnormal = normal.rgb * 2.0 - 1.0;
clip (dot(wnormal, i.orientation) - 0.3);
fixed4 col = tex2D (_MainTex, i.uv);
if (col.a < 0.8)
col.a = 0;
return col;
}