forked from BilalY/Rasagar
368 lines
11 KiB
Plaintext
368 lines
11 KiB
Plaintext
Shader "Hidden/Universal/CoreBlit"
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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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// 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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// 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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// Color.hlsl for color space conversion
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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// Specialized blit with URP debug draw support and color space conversion support
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// Keep in sync with BlitHDROverlay.shader
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half4 FragmentURPBlit(Varyings input, SamplerState blitsampler)
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{
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half4 color = FragBlit(input, blitsampler);
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#ifdef _LINEAR_TO_SRGB_CONVERSION
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color = LinearToSRGB(color);
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#endif
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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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// Note: Keep shader pass names in sync with the ShaderPassNames enum in Blitter.cs
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// 0: Nearest
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "Nearest"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragNearest
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ENDHLSL
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}
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// 1: Bilinear
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "Bilinear"
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragBilinear
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ENDHLSL
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}
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// 2: Nearest quad
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "NearestQuad"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragNearest
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ENDHLSL
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}
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// 3: Bilinear quad
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearQuad"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragBilinear
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ENDHLSL
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}
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// 4: Nearest quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "NearestQuadPadding"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearest
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ENDHLSL
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}
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// 5: Bilinear quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearQuadPadding"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinear
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ENDHLSL
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}
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// 6: Nearest quad with padding and repeat
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "NearestQuadPaddingRepeat"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearestRepeat
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ENDHLSL
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}
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// 7: Bilinear quad with padding and repeat
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearQuadPaddingRepeat"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinearRepeat
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ENDHLSL
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}
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// 8: Bilinear quad with padding (for OctahedralTexture)
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearQuadPaddingOctahedral"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragOctahedralBilinearRepeat
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ENDHLSL
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}
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/// Version 4, 5, 6, 7 with Alpha Blending 0.5
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// 9: Nearest quad with padding alpha blend (4 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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Name "NearestQuadPaddingAlphaBlend"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearest
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 10: Bilinear quad with padding alpha blend (5 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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Name "BilinearQuadPaddingAlphaBlend"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinear
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 11: Nearest quad with padding alpha blend repeat (6 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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Name "NearestQuadPaddingAlphaBlendRepeat"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearestRepeat
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 12: Bilinear quad with padding alpha blend repeat (7 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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Name "BilinearQuadPaddingAlphaBlendRepeat"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinearRepeat
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 13: Bilinear quad with padding alpha blend (for OctahedralTexture) (8 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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Name "BilinearQuadPaddingAlphaBlendOctahedral"
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragOctahedralBilinearRepeat
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 14. Project Cube to Octahedral 2d quad
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "CubeToOctahedral"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragOctahedralProject
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ENDHLSL
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}
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// 15. Project Cube to Octahedral 2d quad with luminance (grayscale), RGBA to YYYY
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "CubeToOctahedralLuminance"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragOctahedralProjectLuminance
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ENDHLSL
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}
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// 16. Project Cube to Octahedral 2d quad with with A to RGBA (AAAA)
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "CubeToOctahedralAlpha"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragOctahedralProjectAlphaToRGBA
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ENDHLSL
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}
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// 17. Project Cube to Octahedral 2d quad with with R to RGBA (RRRR)
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "CubeToOctahedralRed"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragOctahedralProjectRedToRGBA
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ENDHLSL
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}
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// 18. Bilinear quad with luminance (grayscale), RGBA to YYYY
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearQuadLuminance"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragBilinearLuminance
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ENDHLSL
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}
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// 19. Bilinear quad with A to RGBA (AAAA)
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearQuadAlpha"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragBilinearAlphaToRGBA
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ENDHLSL
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}
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// 20. Bilinear quad with R to RGBA (RRRR)
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearQuadRed"
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragBilinearRedToRGBA
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ENDHLSL
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}
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// 21. Nearest project cube to octahedral 2d quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "NearestCubeToOctahedralPadding"
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HLSLPROGRAM
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#pragma multi_compile_local _ BLIT_DECODE_HDR
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#pragma vertex VertQuadPadding
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#pragma fragment FragOctahedralProjectNearestRepeat
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ENDHLSL
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}
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// 22. Bilinear project cube to octahedral 2d quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "BilinearCubeToOctahedralPadding"
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HLSLPROGRAM
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#pragma multi_compile_local _ BLIT_DECODE_HDR
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#pragma vertex VertQuadPadding
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#pragma fragment FragOctahedralProjectBilinearRepeat
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ENDHLSL
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}
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// 23: Bilinear blit with debug draw and color space conversion 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 _ _LINEAR_TO_SRGB_CONVERSION
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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 FragmentURPBlit(input, sampler_LinearClamp);
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}
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ENDHLSL
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}
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// 24: Nearest blit with debug draw and color space conversion 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 _ _LINEAR_TO_SRGB_CONVERSION
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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 FragmentURPBlit(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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