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60 行
1.7 KiB

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