Unity Shader 报错 frag_ao.cginc

Shader error in 'Hidden/SSAO': failed to open source file: 'frag_ao.cginc' at line 42 (on glcore)

意思为项目中缺少frag_ao.cginc 这个文件。从别的项目考过来就行。

或者把下面内容复制保存成该文件即可。


half frag_ao (v2f_ao i, int sampleCount, float3 samples[INPUT_SAMPLE_COUNT])

{

// read random normal from noise texture

    half3 randN = tex2D (_RandomTexture, i.uvr).xyz * 2.0 - 1.0;   


    // read scene depth/normal

    float4 depthnormal = tex2D (_CameraDepthNormalsTexture, i.uv);

    float3 viewNorm;

    float depth;

    DecodeDepthNormal (depthnormal, depth, viewNorm);

    depth *= _ProjectionParams.z;

    float scale = _Params.x / depth;


    // accumulated occlusion factor

    float occ = 0.0;

    for (int s = 0; s < sampleCount; ++s)

    {

    // Reflect sample direction around a random vector

        half3 randomDir = reflect(samples[s], randN);


        // Make it point to the upper hemisphere

        half flip = (dot(viewNorm,randomDir)<0) ? 1.0 : -1.0;

        randomDir *= -flip;

        // Add a bit of normal to reduce self shadowing

        randomDir += viewNorm * 0.3;


        float2 offset = randomDir.xy * scale;

        float sD = depth - (randomDir.z * _Params.x);

// Sample depth at offset location

        float4 sampleND = tex2D (_CameraDepthNormalsTexture, i.uv + offset);

        float sampleD;

        float3 sampleN;

        DecodeDepthNormal (sampleND, sampleD, sampleN);

        sampleD *= _ProjectionParams.z;

        float zd = saturate(sD-sampleD);

        if (zd > _Params.y) {

        // This sample occludes, contribute to occlusion

        occ += pow(1-zd,_Params.z); // sc2

        //occ += 1.0-saturate(pow(1.0 - zd, 11.0) + zd); // nullsq

        //occ += 1.0/(1.0+zd*zd*10); // iq

        }       

    }

    occ /= sampleCount;

    return 1-occ;

}

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