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108 行
2.9 KiB

Shader "Hidden/HDRenderPipeline/Blit"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
TEXTURE2D(_BlitTexture);
SamplerState sampler_PointClamp;
SamplerState sampler_LinearClamp;
uniform float4 _BlitScaleBias;
uniform float4 _BlitScaleBiasRt;
uniform float _BlitMipLevel;
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) * _BlitScaleBias.xy + _BlitScaleBias.zw;
return output;
}
Varyings VertQuad(Attributes input)
{
Varyings output;
output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
output.texcoord = GetQuadTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
return output;
}
float4 FragNearest(Varyings input) : SV_Target
{
return SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_PointClamp, input.texcoord, _BlitMipLevel);
}
float4 FragBilinear(Varyings input) : SV_Target
{
return SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_LinearClamp, input.texcoord, _BlitMipLevel);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// 0: Nearest
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragNearest
ENDHLSL
}
// 1: Bilinear
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragBilinear
ENDHLSL
}
// 2: Nearest quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragNearest
ENDHLSL
}
// 3: Bilinear quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinear
ENDHLSL
}
}
Fallback Off
}