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23 行
800 B
23 行
800 B
#if SHADERPASS != SHADERPASS_DISTORTION
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#error SHADERPASS_is_not_correctly_define
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#endif
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float4 Frag(PackedVaryings packedInput) : SV_Target
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{
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FragInputs input = UnpackVaryings(packedInput);
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// input.unPositionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw);
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UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
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// Perform alpha testing + get distortion
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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float4 outBuffer;
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EncodeDistortion(builtinData.distortion, builtinData.distortionBlur, outBuffer);
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return outBuffer;
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}
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