75 lines
2.3 KiB
Plaintext
75 lines
2.3 KiB
Plaintext
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Shader "Hidden/HDRP/DownsampleDepth"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma editor_sync_compilation
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#pragma multi_compile_local_fragment _ GATHER_DOWNSAMPLE
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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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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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_VERTEX_OUTPUT_STEREO
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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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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float MinDepth(float4 depths)
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{
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#if UNITY_REVERSED_Z
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return Max3(depths.x, depths.y, max(depths.z, depths.w));
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#else
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return Min3(depths.x, depths.y, min(depths.z, depths.w));
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#endif
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}
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float4 _ScaleBias; // x: uv offset x, uv offset y, uv x scale, uv y scale,
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void Frag(Varyings input, out float outputDepth : SV_Depth)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#ifdef GATHER_DOWNSAMPLE
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float4 depths = GATHER_RED_TEXTURE2D_X(_CameraDepthTexture, s_linear_clamp_sampler, input.texcoord * _ScaleBias.xy + _ScaleBias.zw);
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outputDepth = MinDepth(depths);
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#else
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outputDepth = LOAD_TEXTURE2D_X_LOD(_CameraDepthTexture, uint2(input.positionCS.xy + _ScaleBias.zw), 0).r;
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#endif
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}
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ENDHLSL
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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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ZWrite On Blend Off Cull Off ZTest Always
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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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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