您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
62 行
1.4 KiB
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 switch
|
|
#pragma fragment Frag
|
|
#pragma vertex Vert
|
|
// #pragma enable_d3d11_debug_symbols
|
|
|
|
#include "CoreRP/ShaderLibrary/Common.hlsl"
|
|
#include "../ShaderVariables.hlsl"
|
|
|
|
TEXTURE2D_FLOAT(_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
|
|
}
|