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#ifndef LIGHTWEIGHT_DEPTH_COPY_INCLUDED
#define LIGHTWEIGHT_DEPTH_COPY_INCLUDED
#include "LWRP/ShaderLibrary/Core.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput i)
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(i);
UNITY_TRANSFER_INSTANCE_ID(i, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.uv = i.uv;
o.position = TransformObjectToHClip(i.vertex.xyz);
return o;
}
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
#define DEPTH_TEXTURE_MS Texture2DMSArray
#define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthTexture, uv, unity_StereoEyeIndex, sampleIndex)
#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r
#else
#define DEPTH_TEXTURE_MS Texture2DMS
#define DEPTH_TEXTURE(name) TEXTURE2D(name)
#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthTexture, uv, sampleIndex)
#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv)
#endif
#ifdef _MSAA_DEPTH
DEPTH_TEXTURE_MS<float> _CameraDepthTexture;
float _SampleCount;
float4 _CameraDepthTexture_TexelSize;
#else
DEPTH_TEXTURE(_CameraDepthTexture);
SAMPLER(sampler_CameraDepthTexture);
#endif
float SampleDepth(float2 uv)
{
#ifdef _MSAA_DEPTH
int2 coord = int2(uv * _CameraDepthTexture_TexelSize.zw);
int samples = (int)_SampleCount;
#if UNITY_REVERSED_Z
float outDepth = 1.0;
#define DEPTH_OP min
#else
float outDepth = 0.0;
#define DEPTH_OP max
#endif
for (int i = 0; i < samples; ++i)
outDepth = DEPTH_OP(LOAD(uv, i), outDepth);
return outDepth;
#else
return SAMPLE(uv);
#endif
}
float frag(VertexOutput i) : SV_Depth
{
UNITY_SETUP_INSTANCE_ID(i);
return SampleDepth(i.uv);
}
#endif // LIGHTWEIGHT_DEPTH_COPY_INCLUDED