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81 行
2.1 KiB
81 行
2.1 KiB
Shader "Hidden/ScriptableRenderPipeline/DebugDisplayShadowMap"
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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 vulkan metal // TEMP: unitl we go futher in dev
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#include "../../../Core/ShaderLibrary/Common.hlsl"
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float4 _TextureScaleBias;
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float _TextureSlice;
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float2 _ValidRange;
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SamplerState ltc_linear_clamp_sampler;
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TEXTURE2D_ARRAY(_AtlasTexture);
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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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return output;
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}
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ENDHLSL
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SubShader
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{
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Pass
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{
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Name "RegularShadow"
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ZTest Off
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Blend One Zero
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Cull Off
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ZWrite On
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragRegular
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float4 FragRegular(Varyings input) : SV_Target
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{
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return saturate( (SAMPLE_TEXTURE2D_ARRAY(_AtlasTexture, ltc_linear_clamp_sampler, input.texcoord, _TextureSlice).x - _ValidRange.x) * _ValidRange.y ).xxxx;
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}
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ENDHLSL
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}
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Pass
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{
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Name "VarianceShadow"
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ZTest Off
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Blend One Zero
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Cull Off
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ZWrite On
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragVariance
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float4 FragVariance(Varyings input) : SV_Target
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{
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return saturate((SAMPLE_TEXTURE2D_ARRAY(_AtlasTexture, ltc_linear_clamp_sampler, input.texcoord, _TextureSlice).x - _ValidRange.x) * _ValidRange.y).xxxx;
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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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