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75 行
1.9 KiB
75 行
1.9 KiB
Shader "Hidden/HDRenderPipeline/Blit"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "../ShaderVariables.hlsl"
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TEXTURE2D(_BlitTexture);
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SamplerState sampler_PointClamp;
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SamplerState sampler_LinearClamp;
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uniform float4 _BlitScaleBias;
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uniform float _BlitMipLevel;
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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) * _BlitScaleBias.xy + _BlitScaleBias.zw;
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return output;
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}
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float4 FragNearest(Varyings input) : SV_Target
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{
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return SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_PointClamp, input.texcoord, _BlitMipLevel);
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}
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float4 FragBilinear(Varyings input) : SV_Target
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{
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return SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_LinearClamp, input.texcoord, _BlitMipLevel);
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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// 0: Nearest
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragNearest
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ENDHLSL
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}
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// 1: Bilinear
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragBilinear
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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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