forked from BilalY/Rasagar
72 lines
2.1 KiB
Plaintext
72 lines
2.1 KiB
Plaintext
Shader "Hidden/Shader/AlphaInjection"
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{
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HLSLINCLUDE
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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.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FXAA.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/RTUpscale.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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TEXTURE2D_X(_InputTexture);
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TEXTURE2D(_AlphaTexture);
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float4 CustomPostProcess(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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uint2 positionSS = input.texcoord * _ScreenSize.xy;
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float3 color = LOAD_TEXTURE2D_X(_InputTexture, positionSS).xyz;
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float outAlpha = LOAD_TEXTURE2D(_AlphaTexture, positionSS).w;
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return float4(color, outAlpha);
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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 "AlphaInjection"
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma fragment CustomPostProcess
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#pragma vertex Vert
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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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