Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LensFlareScreenSpace.shader

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2024-08-26 13:07:20 -07:00
Shader "Hidden/HDRP/LensFlareScreenSpace"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "LensFlareScreenSpac Prefilter"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
ZWrite Off
Cull Off
ZTest Always
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma target 5.0
#pragma vertex vert
#pragma fragment FragmentPrefilter
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#define HDRP_LENS_FLARE_SCREEN_SPACE
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
ENDHLSL
}
Pass
{
Name "LensFlareScreenSpace Downsample"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
ZWrite Off
Cull Off
ZTest Always
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma target 5.0
#pragma vertex vert
#pragma fragment FragmentDownsample
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#define HDRP_LENS_FLARE_SCREEN_SPACE
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
ENDHLSL
}
Pass
{
Name "LensFlareScreenSpace Upsample"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
ZWrite Off
Cull Off
ZTest Always
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma target 5.0
#pragma vertex vert
#pragma fragment FragmentUpsample
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#define HDRP_LENS_FLARE_SCREEN_SPACE
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
ENDHLSL
}
Pass
{
Name "LensFlareScreenSpace Composition"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
ZWrite Off
Cull Off
ZTest Always
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma target 5.0
#pragma vertex vert
#pragma fragment FragmentComposition
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#define HDRP_LENS_FLARE_SCREEN_SPACE
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
ENDHLSL
}
Pass
{
Name "LensFlareScreenSpace Write to BloomTexture"
Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
Blend One One
BlendOp Add
ZWrite Off
Cull Off
ZTest Always
HLSLPROGRAM
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma target 5.0
#pragma vertex vert
#pragma fragment FragmentWrite
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#define HDRP_LENS_FLARE_SCREEN_SPACE
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
ENDHLSL
}
}
}