Shader "Hidden/Enviro/BlitTroughHDRP" { HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl" struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID); return output; } // List of properties to control your post process effect float _Intensity; TEXTURE2D_X(_InputTexture); float4 CustomPostProcess(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); uint2 positionSS = input.texcoord * _ScreenSize.xy; float3 outColor = LOAD_TEXTURE2D_X(_InputTexture, positionSS).xyz; return float4(outColor, 1); } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Name "EnviroBlitTroughHDRP" ZWrite Off ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma fragment CustomPostProcess #pragma vertex Vert ENDHLSL } } Fallback Off }