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_ARGS(tex, 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 { Name "Default" 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 } } }