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63 行
1.6 KiB
63 行
1.6 KiB
Shader "Hidden/HDRenderPipeline/DebugLightVolume"
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{
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Properties
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{
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_Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
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_Range("Range", Vector) = (1.0, 1.0, 1.0, 1.0)
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_Offset("Offset", Vector) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Tags { "Queue" = "Transparent" }
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Tags {"Queue"="Transparent" "RenderType"="Transparent" }
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Cull Off
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha
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Pass
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{
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "HDRP/ShaderVariables.hlsl"
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struct AttributesDefault
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{
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float3 positionOS : POSITION;
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};
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struct VaryingsDefault
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{
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float4 positionCS : SV_POSITION;
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};
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float3 _Range;
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float3 _Offset;
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float4 _Color;
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float _RequireToFlipInputTexture;
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VaryingsDefault vert(AttributesDefault att)
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{
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VaryingsDefault output;
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float3 positionRWS = TransformObjectToWorld(att.positionOS * _Range + _Offset);
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output.positionCS = TransformWorldToHClip(positionRWS);
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if (_RequireToFlipInputTexture > 0.0)
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{
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output.positionCS.y = 1.0 - output.positionCS.y;
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}
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return output;
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}
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float4 frag(VaryingsDefault varying) : SV_Target
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{
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return _Color;
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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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