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68 行
2.0 KiB
68 行
2.0 KiB
Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong"
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{
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite On
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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#pragma vertex Vert
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#pragma fragment Frag
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
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TEXTURECUBE(_InputCubemap);
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SAMPLER(sampler_InputCubemap);
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float _Mipmap;
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float _RequireToFlipInputTexture;
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float _DebugExposure;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);// *_TextureScaleBias.xy + _TextureScaleBias.zw;
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if (_RequireToFlipInputTexture > 0.0f)
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{
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output.texcoord.y = 1.0f - output.texcoord.y;
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}
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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uint width, height, depth, mipCount;
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width = height = depth = mipCount = 0;
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_InputCubemap.GetDimensions(width, height, depth, mipCount);
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mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS);
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return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount) * exp2(_DebugExposure);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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