sebastienlagarde
7 年前
当前提交
25cb23c4
共有 9 个文件被更改,包括 47 次插入 和 158 次删除
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12ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Debug.hlsl
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10ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugColorPicker.shader
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21ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugFullScreen.shader
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/Editor/HDAssetFactory.cs
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37ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDRenderPipeline.cs
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3ScriptableRenderPipeline/HDRenderPipeline/HDRP/HDStringConstants.cs
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1ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/RenderPipelineResources.cs
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111ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BlitMipFlip.shader
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9ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/BlitMipFlip.shader.meta
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Shader "Hidden/HDRenderPipeline/BlitMipFlip" |
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{ |
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Properties |
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{ |
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_MainTex("Texture", any) = "" {} // Name it like in internal-BlitCopy so we can reuse the shader with Blit command |
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_MipIndex("MipIndex", Float) = 0 |
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} |
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HLSLINCLUDE |
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#pragma target 4.5 |
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal |
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#include "CoreRP/ShaderLibrary/Common.hlsl" |
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#include "../ShaderVariables.hlsl" |
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TEXTURE2D(_MainTex); // Name it like in internal-BlitCopy so we can reuse the shader with Blit command |
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SamplerState sampler_PointClamp; |
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SamplerState sampler_LinearClamp; |
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float _MipIndex; |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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Varyings Vert(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); |
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID); |
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return output; |
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} |
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float4 FragNearest(Varyings input) : SV_Target |
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{ |
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return SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_PointClamp, input.texcoord, _MipIndex); |
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} |
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float4 FragBilinear(Varyings input) : SV_Target |
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{ |
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return SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_LinearClamp, input.texcoord, _MipIndex); |
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} |
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float4 FragNearestFlipY(Varyings input) : SV_Target |
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{ |
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return SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_PointClamp, float2(input.texcoord.x, 1.0 - input.texcoord.y), _MipIndex); |
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} |
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float4 FragBilinearFlipY(Varyings input) : SV_Target |
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{ |
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return SAMPLE_TEXTURE2D_LOD(_MainTex, sampler_LinearClamp, float2(input.texcoord.x, 1.0 - input.texcoord.y), _MipIndex); |
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} |
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ENDHLSL |
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SubShader |
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{ |
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// 0: Nearest |
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Pass |
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{ |
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ZWrite Off ZTest Always Blend Off Cull Off |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment FragNearest |
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ENDHLSL |
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} |
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// 1: Bilinear |
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Pass |
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{ |
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ZWrite Off ZTest Always Blend Off Cull Off |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment FragBilinear |
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ENDHLSL |
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} |
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// 2: Nearest + flipY |
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Pass |
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{ |
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ZWrite Off ZTest Always Blend Off Cull Off |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment FragNearestFlipY |
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ENDHLSL |
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} |
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// 3: Bilinear + flipY |
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Pass |
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{ |
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ZWrite Off ZTest Always Blend Off Cull Off |
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HLSLPROGRAM |
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#pragma vertex Vert |
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#pragma fragment FragBilinearFlipY |
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ENDHLSL |
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} |
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} |
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Fallback Off |
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} |
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fileFormatVersion: 2 |
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guid: ef092fc4aaa1bb546a9ab4e457c4b07a |
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ShaderImporter: |
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externalObjects: {} |
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defaultTextures: [] |
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nonModifiableTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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