forked from BilalY/Rasagar
74 lines
3.1 KiB
Plaintext
74 lines
3.1 KiB
Plaintext
Shader "FullScreen/#SCRIPTNAME#"
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{
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HLSLINCLUDE
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#pragma vertex Vert
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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// The PositionInputs struct allow you to retrieve a lot of useful information for your fullScreenShader:
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// struct PositionInputs
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// {
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// float3 positionWS; // World space position (could be camera-relative)
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// float2 positionNDC; // Normalized screen coordinates within the viewport : [0, 1) (with the half-pixel offset)
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// uint2 positionSS; // Screen space pixel coordinates : [0, NumPixels)
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// uint2 tileCoord; // Screen tile coordinates : [0, NumTiles)
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// float deviceDepth; // Depth from the depth buffer : [0, 1] (typically reversed)
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// float linearDepth; // View space Z coordinate : [Near, Far]
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// };
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// To sample custom buffers, you have access to these functions:
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// But be careful, on most platforms you can't sample to the bound color buffer. It means that you
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// can't use the SampleCustomColor when the pass color buffer is set to custom (and same for camera the buffer).
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// float4 CustomPassSampleCustomColor(float2 uv);
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// float4 CustomPassLoadCustomColor(uint2 pixelCoords);
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// float LoadCustomDepth(uint2 pixelCoords);
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// float SampleCustomDepth(float2 uv);
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// There are also a lot of utility function you can use inside Common.hlsl and Color.hlsl,
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// you can check them out in the source code of the core SRP package.
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float4 FullScreenPass(Varyings varyings) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
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float depth = LoadCameraDepth(varyings.positionCS.xy);
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PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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float3 viewDirection = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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// Load the camera color buffer at the mip 0 if we're not at the before rendering injection point
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if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING)
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color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1);
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// Add your custom pass code here
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// Fade value allow you to increase the strength of the effect while the camera gets closer to the custom pass volume
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float f = 1 - abs(_FadeValue * 2 - 1);
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return float4(color.rgb + f, color.a);
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Name "Custom Pass 0"
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ZWrite Off
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ZTest Always
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Blend SrcAlpha OneMinusSrcAlpha
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Cull Off
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HLSLPROGRAM
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#pragma fragment FullScreenPass
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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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