Shader "Hidden/EnviroVolumetricCloudsDepthHDRP" { Properties { // _CameraDepthTexture ("Texture", any) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 //Pass 1 downsample Pass { Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vert #pragma fragment frag #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" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl" float4 _CameraDepthTexture_TexelSize; struct appdata { uint vertexID : SV_VertexID; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float2 uv00 : TEXCOORD1; float2 uv10 : TEXCOORD2; float2 uv01 : TEXCOORD3; float2 uv11 : TEXCOORD4; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID); o.uv = GetFullScreenTriangleTexCoord(v.vertexID); o.uv00 = o.uv - 0.5 * _CameraDepthTexture_TexelSize.xy; //v.uv o.uv10 = o.uv00 + float2(_CameraDepthTexture_TexelSize.x, 0.0); o.uv01 = o.uv00 + float2(0.0, _CameraDepthTexture_TexelSize.y); o.uv11 = o.uv00 + _CameraDepthTexture_TexelSize.xy; return o; } float frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); uint2 positionSS = i.uv * _ScreenSize.xy; float4 depth; depth[0] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv00 * _ScreenSize.xy,0); depth[1] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv10 * _ScreenSize.xy,0); depth[2] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv01 * _ScreenSize.xy,0); depth[3] = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture,i.uv11 * _ScreenSize.xy,0); return max(depth[0], max(depth[1], max(depth[2], depth[3]))); } ENDHLSL } //Pass 2 Copy Pass { Cull Off ZWrite Off ZTest Always HLSLPROGRAM #pragma vertex vert #pragma fragment frag #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" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUtils.hlsl" struct appdata { uint vertexID : SV_VertexID; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = GetFullScreenTriangleVertexPosition(v.vertexID); o.uv = GetFullScreenTriangleTexCoord(v.vertexID); return o; } float frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, i.uv * _ScreenSize.xy,0); } ENDHLSL } } }