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62 行
1.4 KiB

Shader "Hidden/HDRenderPipeline/CopyDepthBuffer"
{
HLSLINCLUDE
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Copy Depth"
Cull Off
ZTest Always
ZWrite On
Blend Off
ColorMask 0
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma fragment Frag
#pragma vertex Vert
// #pragma enable_d3d11_debug_symbols
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../ShaderVariables.hlsl"
TEXTURE2D(_InputDepthTexture);
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_Position;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
float Frag(Varyings input) : SV_Depth
{
PositionInputs posInputs = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
return LOAD_TEXTURE2D(_InputDepthTexture, posInputs.positionSS).x;
}
ENDHLSL
}
}
Fallback Off
}