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68 行
2.0 KiB

Shader "Hidden/HDRenderPipeline/DebugDisplayLatlong"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite On
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma vertex Vert
#pragma fragment Frag
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "CoreRP/ShaderLibrary/ImageBasedLighting.hlsl"
TEXTURECUBE(_InputCubemap);
SAMPLER(sampler_InputCubemap);
float _Mipmap;
float _RequireToFlipInputTexture;
float _DebugExposure;
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);// *_TextureScaleBias.xy + _TextureScaleBias.zw;
if (_RequireToFlipInputTexture > 0.0f)
{
output.texcoord.y = 1.0f - output.texcoord.y;
}
return output;
}
float4 Frag(Varyings input) : SV_Target
{
uint width, height, depth, mipCount;
width = height = depth = mipCount = 0;
_InputCubemap.GetDimensions(width, height, depth, mipCount);
mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS);
return SAMPLE_TEXTURECUBE_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _Mipmap * mipCount) * exp2(_DebugExposure);
}
ENDHLSL
}
}
Fallback Off
}