Shader "Hidden/HDRP/CustomClear" { HLSLINCLUDE #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScaling.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" TEXTURE2D(_BlitTexture); SamplerState sampler_PointClamp; SamplerState sampler_LinearClamp; float4 _BlitScaleBias; float4 _BlitScaleBiasRt; float _BlitMipLevel; int _ClearAlpha; struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetFullScreenTriangleTexCoord(input.vertexID)); return output; } Varyings VertQuad(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0); output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1 output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetQuadTexCoord(input.vertexID)); return output; } float4 ClearColorAndAlphaToZero(Varyings input) : SV_Target { return float4(0.0f, 0.0f, 0.0f, 0.0f); } float4 ClearUsingTexture(Varyings input) : SV_Target { float4 color = SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_LinearClamp, input.texcoord.xy, _BlitMipLevel); return float4(color.xyz, _ClearAlpha == 0 ? color.w : 0.0f); } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } // 0: Clear color, alpha and stencil to zero Pass { ZWrite Off ZTest Always Blend Off Cull Off Name "ClearColorAndStencil" Stencil { WriteMask 255 Ref 0 Comp Always Pass Replace } HLSLPROGRAM #pragma vertex Vert #pragma fragment ClearColorAndAlphaToZero ENDHLSL } // 1: Clears the color using the input texture and clears stencil to zero Pass { ZWrite Off ZTest Always Blend Off Cull Off Name "DrawTextureAndClearStencil" Stencil { WriteMask 255 Ref 0 Comp Always Pass Replace } HLSLPROGRAM #pragma vertex VertQuad #pragma fragment ClearUsingTexture ENDHLSL } } Fallback Off }