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83 行
2.1 KiB
83 行
2.1 KiB
Shader "Hidden/LightweightPipeline/Sampling"
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{
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Properties
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{
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_MainTex("Albedo", 2D) = "white" {}
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}
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HLSLINCLUDE
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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 texcoord : TEXCOORD0;
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};
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struct Interpolators
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{
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float4 pos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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Interpolators Vertex(VertexInput i)
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{
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Interpolators o;
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UNITY_SETUP_INSTANCE_ID(i);
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UNITY_TRANSFER_INSTANCE_ID(i, o);
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o.pos = TransformObjectToHClip(i.vertex.xyz);
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o.texcoord.xy = i.texcoord;
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return o;
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}
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half4 DownsampleBox4Tap(TEXTURE2D_ARGS(tex, samplerTex), float2 uv, float2 texelSize, float amount)
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{
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float4 d = texelSize.xyxy * float4(-amount, -amount, amount, amount);
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half4 s;
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s = (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xy));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zy));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.xw));
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s += (SAMPLE_TEXTURE2D(tex, samplerTex, uv + d.zw));
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return s * 0.25h;
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}
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ENDHLSL
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"}
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LOD 100
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// 0 - Downsample - Box filtering
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Pass
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{
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Name "Default"
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Tags { "LightMode" = "LightweightForward"}
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ZTest Always
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ZWrite Off
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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 Vertex
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#pragma fragment FragBoxDownsample
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_TexelSize;
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float _SampleOffset;
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half4 FragBoxDownsample(Interpolators i) : SV_Target
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{
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half4 col = DownsampleBox4Tap(TEXTURE2D_PARAM(_MainTex, sampler_MainTex), i.texcoord, _MainTex_TexelSize.xy, _SampleOffset);
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return half4(col.rgb, 1);
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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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