forked from BilalY/Rasagar
78 lines
3.1 KiB
Plaintext
78 lines
3.1 KiB
Plaintext
Shader "Hidden/CoreSRP/CoreCopy"
|
|
{
|
|
SubShader
|
|
{
|
|
Tags { "RenderType" = "Opaque" }
|
|
ZClip Off
|
|
ZTest Off
|
|
ZWrite Off Cull Off
|
|
Pass
|
|
{
|
|
Name "Copy"
|
|
|
|
HLSLPROGRAM
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment CopyFrag
|
|
|
|
|
|
// Declares the framebuffer input as a texture 2d containing half.
|
|
FRAMEBUFFER_INPUT_FLOAT(0);
|
|
|
|
// Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script.
|
|
float4 CopyFrag(Varyings input) : SV_Target0
|
|
{
|
|
// read the current pixel from the framebuffer
|
|
float2 uv = input.texcoord.xy;
|
|
// read previous subpasses directly from the framebuffer.
|
|
half4 color = LOAD_FRAMEBUFFER_INPUT(0, input.positionCS.xy);
|
|
|
|
// Modify the sampled color
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
Tags { "RenderType" = "Opaque" }
|
|
ZClip Off
|
|
ZTest Off
|
|
ZWrite Off Cull Off
|
|
Pass
|
|
{
|
|
Name "CopyMS"
|
|
|
|
HLSLPROGRAM
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment CopyFragMS
|
|
#pragma target 4.5
|
|
#pragma require msaatex
|
|
|
|
// Declares the framebuffer input as a texture 2d containing half.
|
|
FRAMEBUFFER_INPUT_FLOAT_MS(0);
|
|
|
|
// Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script.
|
|
float4 CopyFragMS(Varyings input, uint sampleID : SV_SampleIndex) : SV_Target0
|
|
{
|
|
// read the current pixel from the framebuffer
|
|
float2 uv = input.texcoord.xy;
|
|
// read previous subpasses directly from the framebuffer.
|
|
half4 color = LOAD_FRAMEBUFFER_INPUT_MS(0, sampleID, input.positionCS.xy);
|
|
|
|
// Modify the sampled color
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
}
|
|
|