Shader "Hidden/Universal Render Pipeline/SubpixelMorphologicalAntialiasing" { Properties { [HideInInspector] _StencilRef ("_StencilRef", Int) = 64 [HideInInspector] _StencilMask ("_StencilMask", Int) = 64 } HLSLINCLUDE #pragma multi_compile_local _SMAA_PRESET_LOW _SMAA_PRESET_MEDIUM _SMAA_PRESET_HIGH ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always // Edge detection Pass { Stencil { WriteMask [_StencilMask] Ref [_StencilRef] Comp Always Pass Replace } HLSLPROGRAM #pragma vertex VertEdge #pragma fragment FragEdge #include "SubpixelMorphologicalAntialiasingBridge.hlsl" ENDHLSL } // Blend Weights Calculation Pass { Stencil { WriteMask [_StencilMask] ReadMask [_StencilMask] Ref [_StencilRef] Comp Equal Pass Replace } HLSLPROGRAM #define USE_FULL_PRECISION_BLIT_TEXTURE 1 #pragma vertex VertBlend #pragma fragment FragBlend #include "SubpixelMorphologicalAntialiasingBridge.hlsl" ENDHLSL } // Neighborhood Blending Pass { HLSLPROGRAM #pragma vertex VertNeighbor #pragma fragment FragNeighbor #include "SubpixelMorphologicalAntialiasingBridge.hlsl" ENDHLSL } } }