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/RenderPassXR_Sandbox
Julien Ignace 8 年前
当前提交
560cef2c
共有 2 个文件被更改,包括 75 次插入0 次删除
  1. 66
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader
  2. 9
      Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader.meta

66
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader


Shader "Hidden/HDRenderPipeline/DebugFullScreen"
{
SubShader
{
Pass
{
ZWrite Off
ZTest Off
Blend One Zero
Cull Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag
#include "../../ShaderLibrary/Common.hlsl"
#include "../Debug/DebugDisplay.cs.hlsl"
TEXTURE2D(_DebugFullScreenTexture);
SAMPLER2D(sampler_DebugFullScreenTexture);
float _FullScreenDebugMode;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
// SSAO
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAO)
{
return 1.0f - SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord).xxxx;
}
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_SSAOBEFORE_FILTERING)
{
return 1.0f - SAMPLE_TEXTURE2D(_DebugFullScreenTexture, sampler_DebugFullScreenTexture, input.texcoord).xxxx;
}
return float4(0.0, 0.0, 0.0, 0.0);
}
ENDHLSL
}
}
Fallback Off
}

9
Assets/ScriptableRenderPipeline/HDRenderPipeline/Debug/DebugFullScreen.shader.meta


fileFormatVersion: 2
guid: e874aca2df8300a488258738c31f85cf
timeCreated: 1476053153
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:
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