forked from BilalY/Rasagar
83 lines
2.5 KiB
Plaintext
83 lines
2.5 KiB
Plaintext
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
|
|
}
|