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#ifndef UNITY_GRAPHFUNCTIONS_LW_INCLUDED
#define UNITY_GRAPHFUNCTIONS_LW_INCLUDED
#define SHADERGRAPH_SAMPLE_SCENE_DEPTH(uv) shadergraph_LWSampleSceneDepth(uv);
#define SHADERGRAPH_SAMPLE_SCENE_COLOR(uv) shadergraph_LWSampleSceneColor(uv);
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
TEXTURE2D_ARRAY(_CameraDepthTexture);
#else
TEXTURE2D(_CameraDepthTexture);
#endif
SAMPLER(sampler_CameraDepthTexture);
#endif // REQUIRE_DEPTH_TEXTURE
#if defined(REQUIRE_OPAQUE_TEXTURE)
TEXTURE2D(_CameraOpaqueTexture);
SAMPLER(sampler_CameraOpaqueTexture);
#endif // REQUIRE_OPAQUE_TEXTURE
float shadergraph_LWSampleSceneDepth(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord.xy, unity_StereoEyeIndex).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv);
#endif
return Linear01Depth(rawDepth, _ZBufferParams);
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
float3 shadergraph_LWSampleSceneColor(float2 uv)
{
#if defined(REQUIRE_OPAQUE_TEXTURE)
return SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv);
#endif
return 0;
}
// Always include Shader Graph version
// Always include last to avoid double macros
#include "ShaderGraphLibrary/Functions.hlsl"
#endif // UNITY_GRAPHFUNCTIONS_LW_INCLUDED