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49 行
1.3 KiB
49 行
1.3 KiB
Shader "Hidden/LightweightPipeline/CopyDepth"
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{
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightiweightPipeline"}
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Pass
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{
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ZTest Always ZWrite Off ColorMask 0
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma vertex vert
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#pragma fragment frag
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#include "LightweightShaderLibrary/Core.hlsl"
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TEXTURE2D(_CameraDepthTexture);
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SAMPLER(sampler_CameraDepthTexture);
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struct VertexInput
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct VertexOutput
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{
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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VertexOutput vert(VertexInput i)
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{
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VertexOutput o;
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o.uv = i.uv;
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o.position = TransformObjectToHClip(i.vertex.xyz);
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return o;
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}
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float frag(VertexOutput i) : SV_Depth
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{
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return SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, i.uv);
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}
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ENDHLSL
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}
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}
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}
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