73 lines
3.3 KiB
HLSL
73 lines
3.3 KiB
HLSL
#ifndef CUSTOM_PASS_SAMPLING_HLSL
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#define CUSTOM_PASS_SAMPLING_HLSL
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassInjectionPoint.cs.hlsl"
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float _CustomPassInjectionPoint;
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// This texture is only available in after post process and contains the result of post processing effects.
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// While SampleCameraColor still returns the color pyramid without post processes
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TEXTURE2D_X(_AfterPostProcessColorBuffer);
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float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true)
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{
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if (uvGuards)
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uv = clamp(uv, 0, 1 - _ScreenSize.zw / 2.0);
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switch ((int)_CustomPassInjectionPoint)
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{
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case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
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// there is no color pyramid yet for before transparent so we can't sample with mips.
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// Also, we don't use _RTHandleScaleHistory to sample because the color pyramid bound is the actual camera color buffer which is at the resolution of the camera
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case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, lod).rgb;
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case CUSTOMPASSINJECTIONPOINT_BEFORE_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, lod).rgb;
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case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, 0).rgb;
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case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, ClampAndScaleUVForBilinearPostProcessTexture(uv), 0).rgb;
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default: return SampleCameraColor(uv, lod);
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}
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}
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float3 CustomPassLoadCameraColor(uint2 pixelCoords, float lod)
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{
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switch ((int)_CustomPassInjectionPoint)
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{
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case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
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// there is no color pyramid yet for before transparent so we can't sample with mips.
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case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT:
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case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return LOAD_TEXTURE2D_X_LOD(_ColorPyramidTexture, pixelCoords, 0).rgb;
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case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, pixelCoords, 0).rgb;
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default: return LoadCameraColor(pixelCoords, lod);
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}
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}
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float4 CustomPassSampleCustomColor(float2 uv)
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{
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switch ((int)_CustomPassInjectionPoint)
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{
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case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_CustomColorTexture, uv * _ScreenSize.xy, 0);
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default: return SampleCustomColor(uv);
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}
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}
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float4 CustomPassLoadCustomColor(uint2 pixelCoords)
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{
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return LoadCustomColor(pixelCoords);
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}
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float CustomPassLoadCustomDepth(uint2 pixelCoords)
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{
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return LoadCustomDepth(pixelCoords);
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}
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float CustomPassLoadCameraDepth(uint2 pixelCoords)
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{
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switch ((int)_CustomPassInjectionPoint)
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{
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case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return 0;
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case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LoadCameraDepth(pixelCoords * _DynamicResolutionFullscreenScale.xy);
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default: return LoadCameraDepth(pixelCoords);
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}
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}
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#endif
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