Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingShader.template
2024-08-26 23:07:20 +03:00

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Shader "Hidden/Shader/#SCRIPTNAME#"
{
Properties
{
// This property is necessary to make the CommandBuffer.Blit bind the source texture to _MainTex
_MainTex("Main Texture", 2DArray) = "grey" {}
}
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/Color.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
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 = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
// List of properties to control your post process effect
float _Intensity;
TEXTURE2D_X(_MainTex);
float4 CustomPostProcess(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Note that if HDUtils.DrawFullScreen is not used to render the post process, you don't need to call ClampAndScaleUVForBilinearPostProcessTexture.
float3 sourceColor = SAMPLE_TEXTURE2D_X(_MainTex, s_linear_clamp_sampler, ClampAndScaleUVForBilinearPostProcessTexture(input.texcoord.xy)).xyz;
// Apply greyscale effect
float3 color = lerp(sourceColor, Luminance(sourceColor), _Intensity);
return float4(color, 1);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "#NAME#"
ZWrite Off
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment CustomPostProcess
#pragma vertex Vert
ENDHLSL
}
}
Fallback Off
}