├── .github ├── images │ ├── 1x1-upclose.png │ ├── 4x4-upclose.png │ ├── demo-4x4.gif │ ├── framedebugger-colormask.png │ ├── framedebugger-sriconversion.png │ ├── settings.png │ ├── shader-graph-4x4.png │ ├── shader-graph-combine.png │ ├── shader-graph-mv.png │ ├── shader-graph-ui.png │ └── vrs-demo.gif └── workflows │ └── validate_catalog.yaml ├── .gitignore ├── Assets ├── Art.meta ├── Art │ ├── AsphaltDiffuse.png │ ├── AsphaltDiffuse.png.meta │ ├── Asphalt_MSAO.png │ ├── Asphalt_MSAO.png.meta │ ├── Asphalt_Mat.mat │ ├── Asphalt_Mat.mat.meta │ ├── Asphalt_N.png │ ├── Asphalt_N.png.meta │ ├── Bark_Graph.shadergraph │ ├── Bark_Graph.shadergraph.meta │ ├── BirchBark_Mat.mat │ ├── BirchBark_Mat.mat.meta │ ├── BirchBark_T_A.png │ ├── BirchBark_T_A.png.meta │ ├── BirchBark_T_MSAO.png │ ├── BirchBark_T_MSAO.png.meta │ ├── BirchBark_T_N.png │ ├── BirchBark_T_N.png.meta │ ├── Brach_T_A.png │ ├── Brach_T_A.png.meta │ ├── Brach_T_N.png │ ├── Brach_T_N.png.meta │ ├── Branch_Mat.mat │ ├── Branch_Mat.mat.meta │ ├── Car AO Decal.mat │ ├── Car AO Decal.mat.meta │ ├── CarController.cs │ ├── CarController.cs.meta │ ├── CarFollow.cs │ ├── CarFollow.cs.meta │ ├── Cirkle_Graph.shadergraph │ ├── Cirkle_Graph.shadergraph.meta │ ├── Grass.fbx │ ├── Grass.fbx.meta │ ├── GroundMat.mat │ ├── GroundMat.mat.meta │ ├── Ground_Graph.shadergraph │ ├── Ground_Graph.shadergraph.meta │ ├── Ground_T_A.png │ ├── Ground_T_A.png.meta │ ├── Ground_T_D.png │ ├── Ground_T_D.png.meta │ ├── Ground_T_H.png │ ├── Ground_T_H.png.meta │ ├── Ground_T_MAOS.png │ ├── Ground_T_MAOS.png.meta │ ├── Ground_T_N.png │ ├── Ground_T_N.png.meta │ ├── LeafMesh.fbx │ ├── LeafMesh.fbx.meta │ ├── LeafParticle_Grpah.shadergraph │ ├── LeafParticle_Grpah.shadergraph.meta │ ├── LeafPile.fbx │ ├── LeafPile.fbx.meta │ ├── LeafPileMesh.fbx │ ├── LeafPileMesh.fbx.meta │ ├── LeafScater.vfx │ ├── LeafScater.vfx.meta │ ├── Leaves2_Graph.shadergraph │ ├── Leaves2_Graph.shadergraph.meta │ ├── Leaves3_Graph.shadergraph │ ├── Leaves3_Graph.shadergraph.meta │ ├── LeavesColor.png │ ├── LeavesColor.png.meta │ ├── LeavesHeight.png │ ├── LeavesHeight.png.meta │ ├── LeavesNormal.png │ ├── LeavesNormal.png.meta │ ├── LeavesPos.png │ ├── LeavesPos.png.meta │ ├── Leaves_Graph.shadergraph │ ├── Leaves_Graph.shadergraph.meta │ ├── Leaves_Mat.mat │ ├── Leaves_Mat.mat.meta │ ├── MinimapCar.cs │ ├── MinimapCar.cs.meta │ ├── MinimapCar_Mat.mat │ ├── MinimapCar_Mat.mat.meta │ ├── MinimapRoad_Mat.mat │ ├── MinimapRoad_Mat.mat.meta │ ├── Minimap_Graph.shadergraph │ ├── Minimap_Graph.shadergraph.meta │ ├── Minimap_Ma.mat │ ├── Minimap_Ma.mat.meta │ ├── Minimap_Texture.asset │ ├── Minimap_Texture.asset.meta │ ├── MyCar.meta │ ├── MyCar │ │ ├── Car_Body_Mat.mat │ │ ├── Car_Body_Mat.mat.meta │ │ ├── Car_Detail_Mat.mat │ │ ├── Car_Detail_Mat.mat.meta │ │ ├── Glass.mat │ │ ├── Glass.mat.meta │ │ ├── MyCar.fbx │ │ ├── MyCar.fbx.meta │ │ ├── MyCar_Body_T_A.png │ │ ├── MyCar_Body_T_A.png.meta │ │ ├── MyCar_Body_T_M.png │ │ ├── MyCar_Body_T_M.png.meta │ │ ├── MyCar_Body_T_MAOS.png │ │ ├── MyCar_Body_T_MAOS.png.meta │ │ ├── MyCar_Details_T_A.png │ │ ├── MyCar_Details_T_A.png.meta │ │ ├── MyCar_Details_T_M.png │ │ ├── MyCar_Details_T_M.png.meta │ │ ├── MyCar_Details_T_MAOS.png │ │ ├── MyCar_Details_T_MAOS.png.meta │ │ ├── MyCar_Metal_T_A.png │ │ ├── MyCar_Metal_T_A.png.meta │ │ ├── MyCar_Metal_T_M.png │ │ ├── MyCar_Metal_T_M.png.meta │ │ ├── MyCar_Metal_T_MAOS.png │ │ ├── MyCar_Metal_T_MAOS.png.meta │ │ ├── Wheels.mat │ │ └── Wheels.mat.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── AODecal_Graph.shadergraph │ │ ├── AODecal_Graph.shadergraph.meta │ │ ├── Leaves_Graph.shadergraph │ │ ├── Leaves_Graph.shadergraph.meta │ │ ├── TreeBark_Graph.shadergraph │ │ └── TreeBark_Graph.shadergraph.meta │ ├── SingleLead.mat │ ├── SingleLead.mat.meta │ ├── SingleLeaf_T_A.png │ ├── SingleLeaf_T_A.png.meta │ ├── SingleLeaf_T_N.png │ ├── SingleLeaf_T_N.png.meta │ ├── Speedometer.cs │ ├── Speedometer.cs.meta │ ├── SpeedometerCirkle_Mat.mat │ ├── SpeedometerCirkle_Mat.mat.meta │ ├── StepRemap.shadersubgraph │ ├── StepRemap.shadersubgraph.meta │ ├── Terrain.fbx │ ├── Terrain.fbx.meta │ ├── TerrainHeight.png │ ├── TerrainHeight.png.meta │ ├── Tree Variant.prefab │ ├── Tree Variant.prefab.meta │ ├── Tree.prefab │ ├── Tree.prefab.meta │ ├── TreeSpawner.cs │ ├── TreeSpawner.cs.meta │ ├── Tree_1.fbx │ ├── Tree_1.fbx.meta │ ├── Tree_2.fbx │ ├── Tree_2.fbx.meta │ ├── cursor-up-svgrepo-com.png │ └── cursor-up-svgrepo-com.png.meta ├── Resources.meta ├── Resources │ ├── Shaders.meta │ └── Shaders │ │ ├── DebugVRS.shader │ │ ├── DebugVRS.shader.meta │ │ ├── DepthCopy.shader │ │ ├── DepthCopy.shader.meta │ │ ├── GenerateVRS.shadergraph │ │ └── GenerateVRS.shadergraph.meta ├── Scenes.meta ├── Scenes │ ├── ShadingRateSample.meta │ ├── ShadingRateSample.unity │ ├── ShadingRateSample.unity.meta │ └── ShadingRateSample │ │ ├── Global Volume Profile.asset │ │ ├── Global Volume Profile.asset.meta │ │ ├── LightingData.asset │ │ ├── LightingData.asset.meta │ │ ├── Lightmap-0_comp_dir.png │ │ ├── Lightmap-0_comp_dir.png.meta │ │ ├── Lightmap-0_comp_light.exr │ │ ├── Lightmap-0_comp_light.exr.meta │ │ ├── Lightmap-0_comp_shadowmask.png │ │ ├── Lightmap-0_comp_shadowmask.png.meta │ │ ├── ReflectionProbe-0.exr │ │ ├── ReflectionProbe-0.exr.meta │ │ ├── ReflectionProbe-1.exr │ │ └── ReflectionProbe-1.exr.meta ├── Settings.meta ├── Settings │ ├── DefaultVolumeProfile.asset │ ├── DefaultVolumeProfile.asset.meta │ ├── InputSystem_Actions.inputactions │ ├── InputSystem_Actions.inputactions.meta │ ├── MinimapRenderer.asset │ ├── MinimapRenderer.asset.meta │ ├── New Lighting Settings.lighting │ ├── New Lighting Settings.lighting.meta │ ├── RPAsset.asset │ ├── RPAsset.asset.meta │ ├── Renderer.asset │ ├── Renderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRenderPipelineGlobalSettings.asset │ ├── UniversalRenderPipelineGlobalSettings.asset.meta │ ├── VolumetricsVolume Profile.asset │ └── VolumetricsVolume Profile.asset.meta ├── ShadingRate.meta └── ShadingRate │ ├── ShadingRateFeature.cs │ ├── ShadingRateFeature.cs.meta │ ├── UITexture.png │ ├── UITexture.png.meta │ ├── Volumetrics.meta │ └── Volumetrics │ ├── DensityNoise.png │ ├── DensityNoise.png.meta │ ├── VolumetricFogRendererFeature.cs │ ├── VolumetricFogRendererFeature.cs.meta │ ├── VolumetricFogVolumeComponent.cs │ ├── VolumetricFogVolumeComponent.cs.meta │ ├── VolumetricFog_Graph.shadergraph │ ├── VolumetricFog_Graph.shadergraph.meta │ ├── VolumetricFog_Mat.mat │ ├── VolumetricFog_Mat.mat.meta │ ├── Volumetrics.hlsl │ └── Volumetrics.hlsl.meta ├── LICENSE.md ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── MemorySettings.asset ├── MultiplayerManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── SceneTemplateSettings.json ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── catalog-info.yaml /.github/images/1x1-upclose.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/shading-rate-demo/240c0af435338cf5b0f4646f1b86cf0f2186916d/.github/images/1x1-upclose.png -------------------------------------------------------------------------------- /.github/images/4x4-upclose.png: -------------------------------------------------------------------------------- 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'RoadieHQ/backstage-entity-validator@v0.3.2' 23 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /Assets/Art.meta: 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Speedometer : MonoBehaviour 4 | { 5 | public Rigidbody Car_RB; 6 | public float m_DegreePrSpeed; 7 | 8 | private RectTransform m_RectTransform; 9 | 10 | private float m_StartRotation; 11 | 12 | private float m_CurrentAngle; 13 | 14 | private float m_AngleVel; 15 | // Start is called once before the first execution of Update after the MonoBehaviour is created 16 | void Start() 17 | { 18 | m_RectTransform = GetComponent(); 19 | m_StartRotation = m_RectTransform.localRotation.eulerAngles.z; 20 | } 21 | 22 | // Update is called once per frame 23 | void Update() 24 | { 25 | float targetAngle = m_StartRotation - m_DegreePrSpeed * Car_RB.linearVelocity.magnitude; 26 | m_CurrentAngle = Mathf.SmoothDamp(m_CurrentAngle, targetAngle, ref m_AngleVel, 0.5f); 27 | m_RectTransform.localRotation = Quaternion.Euler(0, 0, m_CurrentAngle); 28 | } 29 | } 30 | 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-------------------------------------------------------------------------------- /Assets/Art/TreeSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using NUnit.Framework.Internal.Builders; 3 | using UnityEngine; 4 | 5 | public class TreeSpawner : MonoBehaviour 6 | { 7 | private BoxCollider m_Collider; 8 | 9 | public List m_TreePrefabs; 10 | 11 | 12 | public int Amount; 13 | 14 | 15 | 16 | // Start is called once before the first execution of Update after the MonoBehaviour is created 17 | void Start() 18 | { 19 | m_Collider = GetComponent(); 20 | 21 | Spawn(); 22 | } 23 | 24 | // Update is called once per frame 25 | void Update() 26 | { 27 | 28 | } 29 | 30 | public void Spawn() 31 | { 32 | int count = 0; 33 | 34 | while (count < Amount) 35 | { 36 | Vector3 pos = RandomPointInBounds(m_Collider.bounds); 37 | 38 | RaycastHit hit; 39 | 40 | if (Physics.Raycast(pos, Vector3.down, out hit)) 41 | { 42 | 43 | if 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yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Resources/Shaders/DebugVRS.shader: -------------------------------------------------------------------------------- 1 | Shader "DebugVRS" 2 | { 3 | SubShader 4 | { 5 | Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"} 6 | ZWrite Off Cull Off 7 | Pass 8 | { 9 | Name "ColorBlitPass" 10 | HLSLPROGRAM 11 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 12 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 13 | #pragma vertex Vert 14 | #pragma fragment Frag 15 | 16 | float4 Frag(Varyings input) : SV_Target0 17 | { 18 | // this is needed so we account XR platform differences in how they handle texture arrays 19 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 20 | // sample the texture using the 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SubShader 4 | { 5 | Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"} 6 | ZWrite Off Cull Off 7 | Pass 8 | { 9 | Name "ColorBlitPass" 10 | HLSLPROGRAM 11 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 12 | #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" 13 | #pragma vertex Vert 14 | #pragma fragment Frag 15 | 16 | float4 Frag(Varyings input) : SV_Target0 17 | { 18 | // this is needed so we account XR platform differences in how they handle texture arrays 19 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 20 | // sample the texture using the SAMPLE_TEXTURE2D_X_LOD 21 | float2 uv = input.texcoord.xy; 22 | half4 color = SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_PointRepeat, uv, 23 | 0); 24 | 25 | float depth = Linear01Depth(color.r, _ZBufferParams); 26 | 27 | color = half4(depth, depth, depth, 1.0); 28 | return color; 29 | } 30 | ENDHLSL 31 | } 32 | } 33 | } 34 | 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externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/DensityNoise.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Unity-Technologies/shading-rate-demo/240c0af435338cf5b0f4646f1b86cf0f2186916d/Assets/ShadingRate/Volumetrics/DensityNoise.png -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/VolumetricFogRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87e97f534b7b5499ea80623ea9de3937 -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/VolumetricFogVolumeComponent.cs: -------------------------------------------------------------------------------- 1 | using JetBrains.Annotations; 2 | using UnityEngine; 3 | using UnityEngine.Rendering; 4 | using UnityEngine.Rendering.Universal; 5 | 6 | [VolumeComponentMenu("Post-processing Custom/Volumetric Fog")] 7 | [VolumeRequiresRendererFeatures(typeof(VolumetricFogRendererFeature))] 8 | [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] 9 | public sealed class VolumetricFogVolumeComponent : VolumeComponent, IPostProcessComponent 10 | { 11 | public VolumetricFogVolumeComponent() 12 | { 13 | displayName = "Volumetric Fog"; 14 | } 15 | 16 | [Header("God Rays")] 17 | 18 | [Tooltip("Intensity of the god-rays when looking at the sun")] 19 | public ClampedFloatParameter forwardScattering = new ClampedFloatParameter(0, 0, 5); 20 | 21 | [Tooltip("Color of the god-rays when looking at the sun")] 22 | public ColorParameter forwardScatterColor = new ColorParameter(Color.white); 23 | 24 | [Tooltip("Intensity of the god-rays when looking away from the sun")] 25 | public ClampedFloatParameter backScattering = new ClampedFloatParameter(0, 0, 5); 26 | 27 | [Tooltip("Color of the god-rays when looking away from the sun")] 28 | public ColorParameter backScatterColor = new ColorParameter(Color.white); 29 | 30 | [Header("Fog")] 31 | [Tooltip("Intensity of the height fog")] 32 | public ClampedFloatParameter fogIntensity = new ClampedFloatParameter(0, 0, 5); 33 | 34 | [Tooltip("Color of the height fog")] 35 | public ColorParameter fogColor = new ColorParameter(Color.white); 36 | 37 | [Header("Quality")] 38 | [Tooltip("Controls how many points to sample along the ray")] 39 | public IntParameter stepCount = new IntParameter(16); 40 | 41 | [Tooltip("Controls how far the ray will travel")] 42 | public FloatParameter distance = new FloatParameter(1000); 43 | 44 | [Tooltip("Whether to use the bayer dither pattern to offset rays. Allows for smaller step counts but introduces dithering.")] 45 | public BoolParameter bayerOffset = new BoolParameter(true); 46 | 47 | public bool IsActive() 48 | { 49 | return backScattering.value > 0 || forwardScattering.value > 0 || fogIntensity.value > 0; 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/VolumetricFogVolumeComponent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68829d0f3378349d19412531ccbe7779 -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/VolumetricFog_Graph.shadergraph.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 894d9cd2e0fd8524cbcb0374ac7df0a6 3 | ScriptedImporter: 4 | internalIDToNameTable: [] 5 | externalObjects: {} 6 | serializedVersion: 2 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/VolumetricFog_Mat.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a885bc3aa7e3f44ab4124e2c90f44b2 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/Volumetrics.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef CUSTOM_VOLUMETRICS 2 | #define CUSTOM_VOLUMETRICS 3 | 4 | float distSquared( float3 A, float3 B ) 5 | { 6 | float3 C = A - B; 7 | return dot(C,C); 8 | } 9 | 10 | void Volumetrics_float(int steps, float distance, float2 screenUV, float3 cameraPos, float3 fragmentPos, float3 viewDirection, UnityTexture2D staticShadowMap, UnityTexture3D densityMap, UnitySamplerState samplerState, out float godrays, out float noise) 11 | { 12 | #ifdef SHADERGRAPH_PREVIEW 13 | godrays = 0; 14 | noise = 0; 15 | #else 16 | 17 | float endDist = distance; 18 | 19 | float divSteps = 1.0 / steps; 20 | 21 | float stepDist = endDist * divSteps; 22 | 23 | float fragmentDepth = distSquared(fragmentPos , cameraPos); 24 | 25 | float godRayResult = 0; 26 | float noiseResult = 0; 27 | 28 | #ifdef USE_BAYER_OFFSET 29 | float4x4 bayerMatrix = 30 | { 31 | 0, 8, 2, 10, 32 | 12, 4, 14, 6, 33 | 3, 11, 1, 9, 34 | 15, 7, 13, 5 35 | }; 36 | 37 | int pixelX = screenUV.x * _ScaledScreenParams.x % 4; 38 | int pixelY = screenUV.y * _ScaledScreenParams.y % 4; 39 | 40 | float sampleOffset = bayerMatrix[pixelX][pixelY] / 16.0; 41 | #else 42 | float sampleOffset = 0; 43 | #endif 44 | 45 | 46 | for(int i = 0; i < steps; i++) 47 | { 48 | 49 | float3 samplePos = cameraPos + viewDirection * stepDist * (i+sampleOffset); 50 | float sampleDepth = distSquared(samplePos, cameraPos); 51 | 52 | float normalizedSampleDepth = 1 - saturate(float(i) * divSteps); 53 | 54 | 55 | //This code samples real time shadow map. Use if no static map is available 56 | float4 shadowCoord = TransformWorldToShadowCoord(samplePos); 57 | half shadow = MainLightRealtimeShadow(shadowCoord); 58 | 59 | //This code samples static shadow map 60 | 61 | float zOffset = saturate(samplePos.y/2000); 62 | 63 | float3 noiseUV1 = samplePos * 0.015 ; 64 | 65 | float fog = SAMPLE_TEXTURE3D(densityMap, samplerState, noiseUV1); 66 | fog = fog*0.9 + 0.1; 67 | fog *= fog; 68 | fog *= 2; 69 | fog *= 1 - saturate(samplePos.y / 30); 70 | 71 | float depthClip = sampleDepth > fragmentDepth ? 0 : 1; 72 | 73 | godRayResult += shadow * depthClip * normalizedSampleDepth; 74 | noiseResult += fog * depthClip * normalizedSampleDepth; 75 | 76 | } 77 | 78 | godrays = godRayResult * divSteps; 79 | noise = noiseResult * divSteps; 80 | #endif 81 | } 82 | 83 | #endif -------------------------------------------------------------------------------- /Assets/ShadingRate/Volumetrics/Volumetrics.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 802447f2601c04fe29006d948849ae53 3 | ShaderIncludeImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | Shading Rate Demo copyright © 2025 Unity Technologies ApS 2 | 3 | Licensed under the Unity Companion License for Unity-dependent projects--see Unity Companion License. 4 | 5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. 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