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81 行
2.1 KiB

Shader "Hidden/ScriptableRenderPipeline/DebugDisplayShadowMap"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
#include "ShaderLibrary/Common.hlsl"
float4 _TextureScaleBias;
float _TextureSlice;
float2 _ValidRange;
SamplerState ltc_linear_clamp_sampler;
TEXTURE2D_ARRAY(_AtlasTexture);
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;
return output;
}
ENDHLSL
SubShader
{
Pass
{
Name "RegularShadow"
ZTest Off
Blend One Zero
Cull Off
ZWrite On
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragRegular
float4 FragRegular(Varyings input) : SV_Target
{
return saturate( (SAMPLE_TEXTURE2D_ARRAY(_AtlasTexture, ltc_linear_clamp_sampler, input.texcoord, _TextureSlice).x - _ValidRange.x) * _ValidRange.y ).xxxx;
}
ENDHLSL
}
Pass
{
Name "VarianceShadow"
ZTest Off
Blend One Zero
Cull Off
ZWrite On
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragVariance
float4 FragVariance(Varyings input) : SV_Target
{
return saturate((SAMPLE_TEXTURE2D_ARRAY(_AtlasTexture, ltc_linear_clamp_sampler, input.texcoord, _TextureSlice).x - _ValidRange.x) * _ValidRange.y).xxxx;
}
ENDHLSL
}
}
Fallback Off
}