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Merge pull request #1084 from Unity-Technologies/LW-DistortionPass

Add Opaque Copy Texture functionality
/main
GitHub 7 年前
当前提交
915767d4
共有 45 个文件被更改,包括 3355 次插入39 次删除
  1. 28
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs
  2. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.asset
  3. 1
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.cs
  4. 24
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs
  5. 132
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  6. 8
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images.meta
  7. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted1.png.meta
  8. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/GettingStarted2.png.meta
  9. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader1.png.meta
  10. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader10.png.meta
  11. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader11.png.meta
  12. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader12.png.meta
  13. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader13.png.meta
  14. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader14.png.meta
  15. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader15.png.meta
  16. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader16.png.meta
  17. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader17.png.meta
  18. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader18.png.meta
  19. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader19.png.meta
  20. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader2.png.meta
  21. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader20.png.meta
  22. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader21.png.meta
  23. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader22.png.meta
  24. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader23.png.meta
  25. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader24.png.meta
  26. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader25.png.meta
  27. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader26.png.meta
  28. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader27.png.meta
  29. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader3.png.meta
  30. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader4.png.meta
  31. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader5.png.meta
  32. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader6.png.meta
  33. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader7.png.meta
  34. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader8.png.meta
  35. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/LitShader9.png.meta
  36. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog1.png.meta
  37. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog2.png.meta
  38. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog3.png.meta
  39. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog4.png.meta
  40. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog5.png.meta
  41. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog7.png.meta
  42. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog8.png.meta
  43. 84
      ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyandFog6.png.meta
  44. 82
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader
  45. 10
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader.meta

28
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineAsset.cs


_8x = 8
}
public enum Downsampling
{
None = 0,
_2xBilinear,
_4xBox,
_4xBilinear
}
public enum DefaultMaterialType
{
Standard = 0,

[SerializeField] private bool m_SupportsVertexLight = false;
[SerializeField] private bool m_RequireDepthTexture = false;
[SerializeField] private bool m_RequireSoftParticles = false;
[SerializeField] private bool m_RequireOpaqueTexture = false;
[SerializeField] private Downsampling m_OpaqueDownsampling = Downsampling._2xBilinear;
[SerializeField] private bool m_SupportsHDR = false;
[SerializeField] private MSAAQuality m_MSAA = MSAAQuality._4x;
[SerializeField] private float m_RenderScale = 1.0f;

public bool RequireDepthTexture
{
get { return m_RequireDepthTexture; }
set { m_RequireDepthTexture = value; }
}
public bool RequireSoftParticles

public bool RequireOpaqueTexture
{
get { return m_RequireOpaqueTexture; }
set { m_RequireOpaqueTexture = value; }
}
public Downsampling OpaqueDownsampling
{
get { return m_OpaqueDownsampling; }
set { m_OpaqueDownsampling = value; }
}
public bool SupportsHDR
{
get { return m_SupportsHDR; }

public Shader ScreenSpaceShadowShader
{
get { return resources != null ? resources.ScreenSpaceShadowShader : null; }
}
public Shader SamplingShader
{
get { return resources != null ? resources.SamplingShader : null; }
}
}
}

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.asset


CopyDepthShader: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}
ScreenSpaceShadowShader: {fileID: 4800000, guid: 0f854b35a0cf61a429bd5dcfea30eddd,
type: 3}
SamplingShader: {fileID: 4800000, guid: 04c410c9937594faa893a11dceb85f7e, type: 3}

1
ScriptableRenderPipeline/LightweightPipeline/LWRP/Data/LightweightPipelineResources.cs


public Shader BlitShader;
public Shader CopyDepthShader;
public Shader ScreenSpaceShadowShader;
public Shader SamplingShader;
}

24
ScriptableRenderPipeline/LightweightPipeline/LWRP/Editor/LightweightAssetEditor.cs


public static GUIContent requireSoftParticles = new GUIContent("Soft Particles", "If enabled the pipeline will enable SOFT_PARTICLES keyword.");
public static GUIContent requireOpaqueTexture = new GUIContent("Opaque Texture", "If enabled the pipeline will copy the screen to texture after opaque objects are drawn. For transparent objects this can be bound in shaders as _CameraOpaqueTexture.");
public static GUIContent opaqueDownsampling = new GUIContent("Opaque Downsampling", "The downsampling method that is used for the opaque texture");
public static GUIContent shadowType = new GUIContent("Type",
"Global shadow settings. Options are NO_SHADOW, HARD_SHADOWS and SOFT_SHADOWS.");

public static string[] shadowTypeOptions = {"No Shadows", "Hard Shadows", "Hard and Soft Shadows"};
public static string[] shadowCascadeOptions = {"No Cascades", "Two Cascades", "Four Cascades"};
public static string[] opaqueDownsamplingOptions = {"None", "2x (Bilinear)", "4x (Box)", "4x (Bilinear)"};
AnimBool m_ShowOpaqueTextureScale = new AnimBool();
private int kMaxSupportedPixelLights = 8;
private float kMinRenderScale = 0.1f;

private SerializedProperty m_SupportsVertexLightProp;
private SerializedProperty m_RequireDepthTextureProp;
private SerializedProperty m_RequireSoftParticlesProp;
private SerializedProperty m_RequireOpaqueTextureProp;
private SerializedProperty m_OpaqueDownsamplingProp;
private SerializedProperty m_ShadowTypeProp;
private SerializedProperty m_ShadowDistanceProp;
private SerializedProperty m_ShadowAtlasResolutionProp;

m_SupportsVertexLightProp = serializedObject.FindProperty("m_SupportsVertexLight");
m_RequireDepthTextureProp = serializedObject.FindProperty("m_RequireDepthTexture");
m_RequireSoftParticlesProp = serializedObject.FindProperty("m_RequireSoftParticles");
m_RequireOpaqueTextureProp = serializedObject.FindProperty("m_RequireOpaqueTexture");
m_OpaqueDownsamplingProp = serializedObject.FindProperty("m_OpaqueDownsampling");
m_ShadowTypeProp = serializedObject.FindProperty("m_ShadowType");
m_ShadowDistanceProp = serializedObject.FindProperty("m_ShadowDistance");
m_ShadowAtlasResolutionProp = serializedObject.FindProperty("m_ShadowAtlasResolution");

m_ShowSoftParticles.valueChanged.AddListener(Repaint);
m_ShowSoftParticles.value = m_RequireSoftParticlesProp.boolValue;
m_ShowOpaqueTextureScale.valueChanged.AddListener(Repaint);
m_ShowOpaqueTextureScale.value = m_RequireOpaqueTextureProp.boolValue;
m_ShowOpaqueTextureScale.valueChanged.RemoveListener(Repaint);
m_ShowOpaqueTextureScale.target = m_RequireOpaqueTextureProp.boolValue;
}
void DrawAnimatedProperty(SerializedProperty prop, GUIContent content, AnimBool animation)

EditorGUILayout.PropertyField(prop, content);
}
void DrawAnimatedPopup(SerializedProperty prop, GUIContent content, string[] options, AnimBool animation)
{
using (var group = new EditorGUILayout.FadeGroupScope(animation.faded))
if (group.visible)
CoreEditorUtils.DrawPopup(content, prop, options);
}
public override void OnInspectorGUI()
{
serializedObject.Update();

EditorGUILayout.PropertyField(m_SupportsVertexLightProp, Styles.enableVertexLightLabel);
EditorGUILayout.PropertyField(m_RequireDepthTextureProp, Styles.requireDepthTexture);
DrawAnimatedProperty(m_RequireSoftParticlesProp, Styles.requireSoftParticles, m_ShowSoftParticles);
EditorGUILayout.PropertyField(m_RequireOpaqueTextureProp, Styles.requireOpaqueTexture);
DrawAnimatedPopup(m_OpaqueDownsamplingProp, Styles.opaqueDownsampling, Styles.opaqueDownsamplingOptions, m_ShowOpaqueTextureScale);
EditorGUILayout.PropertyField(m_HDR, Styles.hdrContent);
EditorGUILayout.PropertyField(m_MSAA, Styles.msaaContent);

132
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


// If soft particles are enabled and no depth prepass is performed we need to copy depth.
public static int depthCopy;
// Camera opaque target. Used for accessing screen contents during transparent pass.
public static int opaque;
}
public class LightweightPipeline : RenderPipeline

private RenderTargetIdentifier m_DepthRT;
private RenderTargetIdentifier m_CopyDepth;
private RenderTargetIdentifier m_Color;
private RenderTargetIdentifier m_OpaqueRT;
private float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
private float m_RenderScale;

private Material m_BlitMaterial;
private Material m_CopyDepthMaterial;
private Material m_ErrorMaterial;
private Material m_SamplingMaterial;
private int m_SampleOffset;
private int m_BlitTexID = Shader.PropertyToID("_BlitTex");
private CopyTextureSupport m_CopyTextureSupport;

CameraRenderTargetID.copyColor = Shader.PropertyToID("_CameraCopyColorRT");
CameraRenderTargetID.depth = Shader.PropertyToID("_CameraDepthTexture");
CameraRenderTargetID.depthCopy = Shader.PropertyToID("_CameraCopyDepthTexture");
CameraRenderTargetID.opaque = Shader.PropertyToID("_CameraOpaqueTexture");
m_SampleOffset = Shader.PropertyToID("_SampleOffset");
m_OpaqueRT = new RenderTargetIdentifier(CameraRenderTargetID.opaque);
m_PostProcessRenderContext = new PostProcessRenderContext();
m_CopyTextureSupport = SystemInfo.copyTextureSupport;

m_BlitQuad = LightweightUtils.CreateQuadMesh(false);
m_BlitMaterial = CoreUtils.CreateEngineMaterial(m_Asset.BlitShader);
m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(m_Asset.CopyDepthShader);
m_SamplingMaterial = CoreUtils.CreateEngineMaterial(m_Asset.SamplingShader);
m_ErrorMaterial = CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader");
}

CoreUtils.Destroy(m_ErrorMaterial);
CoreUtils.Destroy(m_CopyDepthMaterial);
CoreUtils.Destroy(m_BlitMaterial);
CoreUtils.Destroy(m_SamplingMaterial);
#if UNITY_EDITOR
SceneViewDrawMode.ResetDrawMode();

cmd.ReleaseTemporaryRT(CameraRenderTargetID.depth);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.color);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.copyColor);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.opaque);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);

LightweightUtils.StopStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
}
private void OpaqueTexturePass(ref ScriptableRenderContext context, FrameRenderingConfiguration frameRenderingConfiguration)
{
var opaqueScaler = m_OpaqueScalerValues[(int)m_Asset.OpaqueDownsampling];
RenderTextureDescriptor opaqueDesc = CreateRTDesc(frameRenderingConfiguration, opaqueScaler);
CommandBuffer cmd = CommandBufferPool.Get("Opaque Copy");
cmd.GetTemporaryRT(CameraRenderTargetID.opaque, opaqueDesc, m_Asset.OpaqueDownsampling == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear);
switch(m_Asset.OpaqueDownsampling)
{
case Downsampling.None:
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
break;
case Downsampling._2xBilinear:
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
break;
case Downsampling._4xBox:
m_SamplingMaterial.SetFloat(m_SampleOffset, 2);
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque, m_SamplingMaterial, 0);
break;
case Downsampling._4xBilinear:
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
break;
}
SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void ForwardPass(FrameRenderingConfiguration frameRenderingConfiguration, ref LightData lightData, ref ScriptableRenderContext context)
{
SetupShaderConstants(ref lightData, ref context);

private void AfterOpaque(ref ScriptableRenderContext context, FrameRenderingConfiguration config)
{
if (!m_RequireDepthTexture)
return;
if (m_RequireDepthTexture)
{
CommandBuffer cmd = CommandBufferPool.Get("After Opaque");
cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_DepthRT);
CommandBuffer cmd = CommandBufferPool.Get("After Opaque");
cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_DepthRT);
bool setRenderTarget = false;
RenderTargetIdentifier depthRT = m_DepthRT;
bool setRenderTarget = false;
RenderTargetIdentifier depthRT = m_DepthRT;
// TODO: There's currently an issue in the PostFX stack that has a one frame delay when an effect is enabled/disabled
// when an effect is disabled, HasOpaqueOnlyEffects returns true in the first frame, however inside render the effect
// state is update, causing RenderPostProcess here to not blit to FinalColorRT. Until the next frame the RT will have garbage.
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess))
{
// When only have one effect in the stack we blit to a work RT then blit it back to active color RT.
// This seems like an extra blit but it saves us a depth copy/blit which has some corner cases like msaa depth resolve.
if (m_RequireCopyColor)
{
RenderPostProcess(cmd, m_CurrCameraColorRT, m_CopyColorRT, true);
cmd.Blit(m_CopyColorRT, m_CurrCameraColorRT);
}
else
RenderPostProcess(cmd, m_CurrCameraColorRT, m_CurrCameraColorRT, true);
// TODO: There's currently an issue in the PostFX stack that has a one frame delay when an effect is enabled/disabled
// when an effect is disabled, HasOpaqueOnlyEffects returns true in the first frame, however inside render the effect
// state is update, causing RenderPostProcess here to not blit to FinalColorRT. Until the next frame the RT will have garbage.
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess))
{
// When only have one effect in the stack we blit to a work RT then blit it back to active color RT.
// This seems like an extra blit but it saves us a depth copy/blit which has some corner cases like msaa depth resolve.
if (m_RequireCopyColor)
setRenderTarget = true;
SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
}
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
RenderPostProcess(cmd, m_CurrCameraColorRT, m_CopyColorRT, true);
cmd.Blit(m_CopyColorRT, m_CurrCameraColorRT);
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial);
depthRT = m_CopyDepth;
setRenderTarget = true;
else
RenderPostProcess(cmd, m_CurrCameraColorRT, m_CurrCameraColorRT, true);
setRenderTarget = true;
SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
if (setRenderTarget)
SetRenderTarget(cmd, m_CurrCameraColorRT, depthRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
if(m_Asset.RequireOpaqueTexture)
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial);
depthRT = m_CopyDepth;
setRenderTarget = true;
OpaqueTexturePass(ref context, config);
if (setRenderTarget)
SetRenderTarget(cmd, m_CurrCameraColorRT, depthRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void RenderTransparents(ref ScriptableRenderContext context, RendererConfiguration config)

configuration |= FrameRenderingConfiguration.IntermediateTexture;
}
private RenderTextureDescriptor CreateRTDesc(FrameRenderingConfiguration renderingConfig, float scaler = 1.0f)
{
RenderTextureDescriptor desc;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
desc = XRSettings.eyeTextureDesc;
else
desc = new RenderTextureDescriptor(m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight);
float renderScale = GetRenderScale();
desc.width = (int)((float)desc.width * renderScale * scaler);
desc.height = (int)((float)desc.height * renderScale * scaler);
return desc;
}
private void SetupIntermediateResources(FrameRenderingConfiguration renderingConfig, bool shadows, ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("Setup Intermediate Resources");

private void SetupIntermediateRenderTextures(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, bool shadows, int msaaSamples)
{
RenderTextureDescriptor baseDesc;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
baseDesc = XRSettings.eyeTextureDesc;
else
baseDesc = new RenderTextureDescriptor(m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight);
float renderScale = GetRenderScale();
baseDesc.width = (int)((float)baseDesc.width * renderScale);
baseDesc.height = (int)((float)baseDesc.height * renderScale);
RenderTextureDescriptor baseDesc = CreateRTDesc(renderingConfig);
if (m_RequireDepthTexture)
{

8
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ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog5.png.meta


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ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog7.png.meta


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ScriptableRenderPipeline/HDRenderPipeline/Documentation/Images/SkyAndFog8.png.meta


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82
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader


Shader "Hidden/LightweightPipeline/Sampling"
{
Properties
{
_MainTex("Albedo", 2D) = "white" {}
}
HLSLINCLUDE
#include "LWRP/ShaderLibrary/Core.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct Interpolators
{
float4 pos : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Interpolators Vertex(VertexInput i)
{
Interpolators o;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_TRANSFER_INSTANCE_ID(i, o);
o.pos = TransformObjectToHClip(i.vertex.xyz);
o.texcoord.xy = i.texcoord;
return o;
}
half4 DownsampleBox4Tap(Texture2D tex, SamplerState samplerTex, float2 uv, float2 texelSize, float amount)
{
float4 d = texelSize.xyxy * float4(-amount, -amount, amount, amount);
half4 s;
s = (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xy));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zy));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xw));
s += (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zw));
return s * 0.25h;
}
ENDHLSL
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
LOD 100
// 0 - Downsample - Box filtering
Pass
{
Tags { "LightMode" = "LightweightForward"}
ZTest Always
ZWrite Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex Vertex
#pragma fragment FragBoxDownsample
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_TexelSize;
float _SampleOffset;
half4 FragBoxDownsample(Interpolators i) : SV_Target
{
half4 col = DownsampleBox4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy, _SampleOffset);
return half4(col.rgb, 1);
}
ENDHLSL
}
}
}

10
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightSampling.shader.meta


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