Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader
2024-08-26 23:07:20 +03:00

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Shader "Hidden/HDRP/CopyDepthBuffer"
{
Properties{
_FlipY("FlipY", Int) = 0
}
HLSLINCLUDE
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "Copy Depth"
Cull Off
ZTest Always
ZWrite On
Blend Off
ColorMask 0
HLSLPROGRAM
#pragma target 4.5
#pragma editor_sync_compilation
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma fragment Frag
#pragma vertex Vert
//#pragma enable_d3d11_debug_symbols
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
TEXTURE2D_X_FLOAT(_InputDepthTexture);
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_Position;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _BlitScaleBias;
uniform int _FlipY;
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
if (_FlipY)
{
output.texcoord.y = 1.0 - output.texcoord.y;
}
output.texcoord *= _BlitScaleBias.xy;
return output;
}
float Frag(Varyings input) : SV_Depth
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
uint2 coord = uint2(input.texcoord.xy * _ScreenSize.xy);
return LOAD_TEXTURE2D_X(_InputDepthTexture, coord).x;
}
ENDHLSL
}
}
Fallback Off
}