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Simplified DepthCopy.hlsl

/main
Aleksandr Kirillov 7 年前
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7c8cb1a7
共有 1 个文件被更改,包括 14 次插入22 次删除
  1. 36
      ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/DepthCopy.hlsl

36
ScriptableRenderPipeline/LightweightPipeline/LWRP/ShaderLibrary/DepthCopy.hlsl


}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define USE_ARRAY_TEXTURE 1
#define DEPTH_TEXTURE_MS Texture2DMSArray
#define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthTexture, uv, unity_StereoEyeIndex, sampleIndex)
#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r
#else
#define DEPTH_TEXTURE_MS Texture2DMS
#define DEPTH_TEXTURE(name) TEXTURE2D(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthTexture, uv, sampleIndex)
#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv)
#ifdef USE_ARRAY_TEXTURE
Texture2DMSArray<float> _CameraDepthTexture;
#else
Texture2DMS<float> _CameraDepthTexture;
#endif
DEPTH_TEXTURE_MS<float> _CameraDepthTexture;
#ifdef USE_ARRAY_TEXTURE
TEXTURE2D_ARRAY(_CameraDepthTexture);
#else
TEXTURE2D(_CameraDepthTexture);
#endif
DEPTH_TEXTURE(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
#endif

#endif
for (int i = 0; i < samples; ++i)
#ifdef USE_ARRAY_TEXTURE
outDepth = DEPTH_OP(LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthTexture, uv, unity_StereoEyeIndex, i), outDepth);
#else
outDepth = DEPTH_OP(LOAD_TEXTURE2D_MSAA(_CameraDepthTexture, uv, i), outDepth);
#endif
outDepth = DEPTH_OP(LOAD(uv, i), outDepth);
#ifdef USE_ARRAY_TEXTURE
return SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r;
#else
return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv);
#endif
return SAMPLE(uv);
#endif
}

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