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81 行
2.2 KiB
81 行
2.2 KiB
#ifndef LIGHTWEIGHT_DEPTH_COPY_INCLUDED
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#define LIGHTWEIGHT_DEPTH_COPY_INCLUDED
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#include "LWRP/ShaderLibrary/Core.hlsl"
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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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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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_TRANSFER_INSTANCE_ID(i, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define DEPTH_TEXTURE_MS Texture2DMSArray
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#define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY(name)
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#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthTexture, uv, unity_StereoEyeIndex, sampleIndex)
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#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex).r
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#else
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#define DEPTH_TEXTURE_MS Texture2DMS
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#define DEPTH_TEXTURE(name) TEXTURE2D(name)
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#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthTexture, uv, sampleIndex)
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#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, uv)
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#endif
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#ifdef _MSAA_DEPTH
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DEPTH_TEXTURE_MS<float> _CameraDepthTexture;
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float _SampleCount;
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float4 _CameraDepthTexture_TexelSize;
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#else
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DEPTH_TEXTURE(_CameraDepthTexture);
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SAMPLER(sampler_CameraDepthTexture);
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#endif
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float SampleDepth(float2 uv)
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{
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#ifdef _MSAA_DEPTH
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int2 coord = int2(uv * _CameraDepthTexture_TexelSize.zw);
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int samples = (int)_SampleCount;
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#if UNITY_REVERSED_Z
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float outDepth = 1.0;
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#define DEPTH_OP min
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#else
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float outDepth = 0.0;
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#define DEPTH_OP max
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#endif
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for (int i = 0; i < samples; ++i)
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outDepth = DEPTH_OP(LOAD(uv, i), outDepth);
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return outDepth;
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#else
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return SAMPLE(uv);
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#endif
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}
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float frag(VertexOutput i) : SV_Depth
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{
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UNITY_SETUP_INSTANCE_ID(i);
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return SampleDepth(i.uv);
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}
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#endif // LIGHTWEIGHT_DEPTH_COPY_INCLUDED
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