Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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#ifndef UNIVERSAL_COPY_DEPTH_PASS_INCLUDED
#define UNIVERSAL_COPY_DEPTH_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.uv = input.uv;
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define DEPTH_TEXTURE_MS(name, samples) Texture2DMSArray<float, samples> name
#define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY_FLOAT(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthAttachment, uv, unity_StereoEyeIndex, sampleIndex)
#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv, unity_StereoEyeIndex).r
#else
#define DEPTH_TEXTURE_MS(name, samples) Texture2DMS<float, samples> name
#define DEPTH_TEXTURE(name) TEXTURE2D_FLOAT(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthAttachment, uv, sampleIndex)
#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv)
#endif
#ifdef _DEPTH_MSAA_2
#define MSAA_SAMPLES 2
#elif _DEPTH_MSAA_4
#define MSAA_SAMPLES 4
#endif
#ifdef _DEPTH_NO_MSAA
DEPTH_TEXTURE(_CameraDepthAttachment);
SAMPLER(sampler_CameraDepthAttachment);
#else
DEPTH_TEXTURE_MS(_CameraDepthAttachment, MSAA_SAMPLES);
float4 _CameraDepthAttachment_TexelSize;
#endif
#if UNITY_REVERSED_Z
#define DEPTH_DEFAULT_VALUE 1.0
#define DEPTH_OP min
#else
#define DEPTH_DEFAULT_VALUE 0.0
#define DEPTH_OP max
#endif
float SampleDepth(float2 uv)
{
#ifdef _DEPTH_NO_MSAA
return SAMPLE(uv);
#else
int2 coord = int2(uv * _CameraDepthAttachment_TexelSize.zw);
float outDepth = DEPTH_DEFAULT_VALUE;
UNITY_UNROLL
for (int i = 0; i < MSAA_SAMPLES; ++i)
outDepth = DEPTH_OP(LOAD(coord, i), outDepth);
return outDepth;
#endif
}
float frag(Varyings input) : SV_Depth
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
UNITY_SETUP_INSTANCE_ID(input);
return SampleDepth(input.uv);
}
#endif