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- 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
- }
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