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60 行
1.7 KiB
60 行
1.7 KiB
Shader "Hidden/HDRenderPipeline/DebugDisplayShadowMap"
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{
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SubShader
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{
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Pass
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{
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ZWrite Off
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ZTest Off
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Blend One Zero
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Cull Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 metal // TEMP: unitl we go futher in dev
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#pragma vertex Vert
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#pragma fragment Frag
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#include "Common.hlsl"
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TEXTURE2D_FLOAT(g_tShadowBuffer);
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TEXTURE2D(_DummyTexture);
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SAMPLER2D(sampler_DummyTexture);
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float4 _TextureScaleBias;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw;
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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// We need the dummy texture for the sampler, but we also need to sample it in order not to get a compile error.
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float4 dummy = SAMPLE_TEXTURE2D(_DummyTexture, sampler_DummyTexture, input.texcoord) * 0.00001;
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return SAMPLE_TEXTURE2D(g_tShadowBuffer, sampler_DummyTexture, input.texcoord).xxxx + dummy;
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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