您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
108 行
2.9 KiB
108 行
2.9 KiB
Shader "Hidden/HDRenderPipeline/Blit"
|
|
{
|
|
HLSLINCLUDE
|
|
|
|
#pragma target 4.5
|
|
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
|
|
#include "CoreRP/ShaderLibrary/Common.hlsl"
|
|
#include "../ShaderVariables.hlsl"
|
|
|
|
TEXTURE2D(_BlitTexture);
|
|
SamplerState sampler_PointClamp;
|
|
SamplerState sampler_LinearClamp;
|
|
uniform float4 _BlitScaleBias;
|
|
uniform float4 _BlitScaleBiasRt;
|
|
uniform float _BlitMipLevel;
|
|
|
|
struct Attributes
|
|
{
|
|
uint vertexID : SV_VertexID;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 texcoord : TEXCOORD0;
|
|
};
|
|
|
|
Varyings Vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
|
|
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
|
|
return output;
|
|
}
|
|
|
|
Varyings VertQuad(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
|
|
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
|
|
output.texcoord = GetQuadTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
|
|
return output;
|
|
}
|
|
|
|
float4 FragNearest(Varyings input) : SV_Target
|
|
{
|
|
return SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_PointClamp, input.texcoord, _BlitMipLevel);
|
|
}
|
|
|
|
float4 FragBilinear(Varyings input) : SV_Target
|
|
{
|
|
return SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_LinearClamp, input.texcoord, _BlitMipLevel);
|
|
}
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
|
|
|
// 0: Nearest
|
|
Pass
|
|
{
|
|
ZWrite Off ZTest Always Blend Off Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex Vert
|
|
#pragma fragment FragNearest
|
|
ENDHLSL
|
|
}
|
|
|
|
// 1: Bilinear
|
|
Pass
|
|
{
|
|
ZWrite Off ZTest Always Blend Off Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex Vert
|
|
#pragma fragment FragBilinear
|
|
ENDHLSL
|
|
}
|
|
|
|
// 2: Nearest quad
|
|
Pass
|
|
{
|
|
ZWrite Off ZTest Always Blend Off Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex VertQuad
|
|
#pragma fragment FragNearest
|
|
ENDHLSL
|
|
}
|
|
|
|
// 3: Bilinear quad
|
|
Pass
|
|
{
|
|
ZWrite Off ZTest Always Blend Off Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex VertQuad
|
|
#pragma fragment FragBilinear
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
Fallback Off
|
|
}
|