forked from BilalY/Rasagar
108 lines
3.6 KiB
Plaintext
108 lines
3.6 KiB
Plaintext
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Shader "Hidden/Universal/BlitHDROverlay"
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{
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HLSLINCLUDE
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#pragma target 2.0
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#pragma editor_sync_compilation
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#pragma multi_compile_local_fragment _ HDR_COLORSPACE_CONVERSION HDR_ENCODING HDR_COLORSPACE_CONVERSION_AND_ENCODING
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// Core.hlsl for XR dependencies
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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// Color.hlsl and HDROutput.hlsl for color space conversion and encoding
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
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// DebuggingFullscreen.hlsl for URP debug draw
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
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TEXTURE2D_X(_OverlayUITexture);
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float4 _HDROutputLuminanceParams;
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#define MinNits _HDROutputLuminanceParams.x
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#define MaxNits _HDROutputLuminanceParams.y
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#define PaperWhite _HDROutputLuminanceParams.z
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float4 SceneComposition(float4 color, float4 uiSample)
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{
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#if defined(HDR_COLORSPACE_CONVERSION)
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color.rgb = RotateRec709ToOutputSpace(color.rgb) * PaperWhite;
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#endif
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#if defined(HDR_ENCODING)
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color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits);
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color.rgb = OETF(color.rgb, MaxNits);
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#endif
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return color;
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}
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float4 FragBlitHDR(Varyings input, SamplerState s)
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{
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float4 color = FragBlit(input, s);
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float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord);
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return SceneComposition(color, uiSample);
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}
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// Specialized blit with URP debug draw support and UI overlay support for HDR output
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// Keep in sync with CoreBlit.shader
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half4 FragmentURPBlitHDR(Varyings input, SamplerState blitsampler)
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{
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half4 color = FragBlitHDR(input, blitsampler);
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#if defined(DEBUG_DISPLAY)
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half4 debugColor = 0;
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float2 uv = input.texcoord;
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if (CanDebugOverrideOutputColor(color, uv, debugColor))
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{
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return debugColor;
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}
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#endif
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return color;
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "UniversalPipeline" }
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// 0: Bilinear blit with debug draw support
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Pass
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{
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Name "BilinearDebugDraw"
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragmentURPBlitBilinearSampler
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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half4 FragmentURPBlitBilinearSampler(Varyings input) : SV_Target
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{
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return FragmentURPBlitHDR(input, sampler_LinearClamp);
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}
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ENDHLSL
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}
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// 1: Nearest blit with debug draw support
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Pass
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{
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Name "NearestDebugDraw"
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragmentURPBlitPointSampler
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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half4 FragmentURPBlitPointSampler(Varyings input) : SV_Target
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{
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return FragmentURPBlitHDR(input, sampler_PointClamp);
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}
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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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