unityzgy/Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.shader
ayuan9957 8cfebcb657 feat: 丘陵地形优化与注册 + 地形材质调整
- 丘陵.unity: 地形材质优化(增大tileSize), 添加枯草2种, 替换树木为杨树+阔叶树, 平滑平坦区域过渡, Splatmap用Perlin噪声平滑混合减少突兀边界, 调整减少黄色层次
- 丘陵注册到程序: AB打包, SAMap.txt, SQLite数据库(替换平原), 本地化XML, 8192x8192地图图片(含绿色起点区域)
- 海岛/沙漠/山地: PermissibleArea MeshRenderer统一禁用, 移除临时砾石道路层
- 山地/海岛/沙漠: 地形材质参数调整
2026-07-29 15:50:34 +08:00

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Shader "Hidden/PostProcessing/ScalableAO"
{
HLSLINCLUDE
#pragma exclude_renderers psp2
#pragma target 3.0
ENDHLSL
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Occlusion estimation with CameraDepthTexture
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragAO
#pragma multi_compile _ APPLY_FORWARD_FOG
#pragma multi_compile _ FOG_LINEAR FOG_EXP FOG_EXP2
#define SOURCE_DEPTH
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 1 - Occlusion estimation with G-Buffer
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragAO
#pragma multi_compile _ APPLY_FORWARD_FOG
#pragma multi_compile _ FOG_LINEAR FOG_EXP FOG_EXP2
#define SOURCE_GBUFFER
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 2 - Separable blur (horizontal pass) with CameraDepthNormalsTexture
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragBlur
#define SOURCE_DEPTHNORMALS
#define BLUR_HORIZONTAL
#define BLUR_SAMPLE_CENTER_NORMAL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 3 - Separable blur (horizontal pass) with G-Buffer
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragBlur
#define SOURCE_GBUFFER
#define BLUR_HORIZONTAL
#define BLUR_SAMPLE_CENTER_NORMAL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 4 - Separable blur (vertical pass)
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragBlur
#define BLUR_VERTICAL
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 5 - Final composition
Pass
{
Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragComposition
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 6 - Final composition (ambient only mode)
Pass
{
Blend Zero OneMinusSrcColor, Zero OneMinusSrcAlpha
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragCompositionGBuffer
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
// 7 - Debug overlay
Pass
{
HLSLPROGRAM
#pragma vertex VertDefault
#pragma fragment FragDebugOverlay
#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/ScalableAO.hlsl"
ENDHLSL
}
}
}