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