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56 行
1.3 KiB

Shader "Hidden/HDRenderPipeline/CombineLighting"
{
SubShader
{
Pass
{
Stencil
{
Ref 1 // StencilLightingUsage.SplitLighting
Comp Equal
Pass Keep
}
Cull Off
ZTest Always
ZWrite Off
Blend One One // Additive
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert
#pragma fragment Frag
#include "CoreRP/ShaderLibrary/Common.hlsl"
TEXTURE2D(_IrradianceSource);
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_Position;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
return LOAD_TEXTURE2D(_IrradianceSource, input.positionCS.xy);
}
ENDHLSL
}
}
Fallback Off
}