#ifndef LIGHTWEIGHT_DEPTH_COPY_INCLUDED #define LIGHTWEIGHT_DEPTH_COPY_INCLUDED #include "LWRP/ShaderLibrary/Core.hlsl" struct VertexInput { float4 vertex : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 position : SV_POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; VertexOutput vert(VertexInput i) { VertexOutput o; UNITY_SETUP_INSTANCE_ID(i); UNITY_TRANSFER_INSTANCE_ID(i, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.uv = i.uv; o.position = TransformObjectToHClip(i.vertex.xyz); return o; } #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) #define DEPTH_TEXTURE_MS(name, samples) Texture2DMSArray name #define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY_FLOAT(name) #define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthAttachment, uv, unity_StereoEyeIndex, sampleIndex) #define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv, unity_StereoEyeIndex).r #else #define DEPTH_TEXTURE_MS(name, samples) Texture2DMS name #define DEPTH_TEXTURE(name) TEXTURE2D_FLOAT(name) #define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthAttachment, uv, sampleIndex) #define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv) #endif #ifdef _DEPTH_MSAA_2 #define MSAA_SAMPLES 2 #elif _DEPTH_MSAA_4 #define MSAA_SAMPLES 4 #endif #ifdef _DEPTH_NO_MSAA DEPTH_TEXTURE(_CameraDepthAttachment); SAMPLER(sampler_CameraDepthAttachment); #else DEPTH_TEXTURE_MS(_CameraDepthAttachment, MSAA_SAMPLES); float4 _CameraDepthAttachment_TexelSize; #endif #if UNITY_REVERSED_Z #define DEPTH_DEFAULT_VALUE 1.0 #define DEPTH_OP min #else #define DEPTH_DEFAULT_VALUE 0.0 #define DEPTH_OP max #endif float SampleDepth(float2 uv) { #ifdef _DEPTH_NO_MSAA return SAMPLE(uv); #else int2 coord = int2(uv * _CameraDepthAttachment_TexelSize.zw); float outDepth = DEPTH_DEFAULT_VALUE; UNITY_UNROLL for (int i = 0; i < MSAA_SAMPLES; ++i) outDepth = DEPTH_OP(LOAD(coord, i), outDepth); return outDepth; #endif } float frag(VertexOutput i) : SV_Depth { UNITY_SETUP_INSTANCE_ID(i); return SampleDepth(i.uv); } #endif // LIGHTWEIGHT_DEPTH_COPY_INCLUDED