forked from BilalY/Rasagar
112 lines
3.5 KiB
Plaintext
112 lines
3.5 KiB
Plaintext
Shader "Hidden/HDRP/CustomClear"
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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/DynamicScaling.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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TEXTURE2D(_BlitTexture);
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SamplerState sampler_PointClamp;
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SamplerState sampler_LinearClamp;
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float4 _BlitScaleBias;
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float4 _BlitScaleBiasRt;
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float _BlitMipLevel;
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int _ClearAlpha;
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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 = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetFullScreenTriangleTexCoord(input.vertexID));
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return output;
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}
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Varyings VertQuad(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 = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
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output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
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output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetQuadTexCoord(input.vertexID));
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return output;
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}
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float4 ClearColorAndAlphaToZero(Varyings input) : SV_Target
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{
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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float4 ClearUsingTexture(Varyings input) : SV_Target
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{
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float4 color = SAMPLE_TEXTURE2D_LOD(_BlitTexture, sampler_LinearClamp, input.texcoord.xy, _BlitMipLevel);
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return float4(color.xyz, _ClearAlpha == 0 ? color.w : 0.0f);
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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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// 0: Clear color, alpha and stencil to zero
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "ClearColorAndStencil"
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Stencil
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{
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WriteMask 255
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Ref 0
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment ClearColorAndAlphaToZero
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ENDHLSL
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}
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// 1: Clears the color using the input texture and clears stencil to zero
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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Name "DrawTextureAndClearStencil"
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Stencil
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{
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WriteMask 255
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Ref 0
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment ClearUsingTexture
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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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