forked from BilalY/Rasagar
108 lines
3.6 KiB
Plaintext
108 lines
3.6 KiB
Plaintext
Shader "Hidden/Universal/BlitHDROverlay"
|
|
{
|
|
HLSLINCLUDE
|
|
#pragma target 2.0
|
|
#pragma editor_sync_compilation
|
|
#pragma multi_compile_local_fragment _ HDR_COLORSPACE_CONVERSION HDR_ENCODING HDR_COLORSPACE_CONVERSION_AND_ENCODING
|
|
|
|
// Core.hlsl for XR dependencies
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
|
// Color.hlsl and HDROutput.hlsl for color space conversion and encoding
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
|
|
// DebuggingFullscreen.hlsl for URP debug draw
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
|
|
|
|
TEXTURE2D_X(_OverlayUITexture);
|
|
|
|
float4 _HDROutputLuminanceParams;
|
|
|
|
#define MinNits _HDROutputLuminanceParams.x
|
|
#define MaxNits _HDROutputLuminanceParams.y
|
|
#define PaperWhite _HDROutputLuminanceParams.z
|
|
|
|
float4 SceneComposition(float4 color, float4 uiSample)
|
|
{
|
|
#if defined(HDR_COLORSPACE_CONVERSION)
|
|
color.rgb = RotateRec709ToOutputSpace(color.rgb) * PaperWhite;
|
|
#endif
|
|
|
|
#if defined(HDR_ENCODING)
|
|
color.rgb = SceneUIComposition(uiSample, color.rgb, PaperWhite, MaxNits);
|
|
color.rgb = OETF(color.rgb, MaxNits);
|
|
#endif
|
|
return color;
|
|
}
|
|
|
|
float4 FragBlitHDR(Varyings input, SamplerState s)
|
|
{
|
|
float4 color = FragBlit(input, s);
|
|
|
|
float4 uiSample = SAMPLE_TEXTURE2D_X(_OverlayUITexture, sampler_PointClamp, input.texcoord);
|
|
return SceneComposition(color, uiSample);
|
|
}
|
|
|
|
// Specialized blit with URP debug draw support and UI overlay support for HDR output
|
|
// Keep in sync with CoreBlit.shader
|
|
half4 FragmentURPBlitHDR(Varyings input, SamplerState blitsampler)
|
|
{
|
|
half4 color = FragBlitHDR(input, blitsampler);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
half4 debugColor = 0;
|
|
float2 uv = input.texcoord;
|
|
if (CanDebugOverrideOutputColor(color, uv, debugColor))
|
|
{
|
|
return debugColor;
|
|
}
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Tags{ "RenderPipeline" = "UniversalPipeline" }
|
|
|
|
// 0: Bilinear blit with debug draw support
|
|
Pass
|
|
{
|
|
Name "BilinearDebugDraw"
|
|
ZWrite Off ZTest Always Blend Off Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex Vert
|
|
#pragma fragment FragmentURPBlitBilinearSampler
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
|
|
half4 FragmentURPBlitBilinearSampler(Varyings input) : SV_Target
|
|
{
|
|
return FragmentURPBlitHDR(input, sampler_LinearClamp);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
// 1: Nearest blit with debug draw support
|
|
Pass
|
|
{
|
|
Name "NearestDebugDraw"
|
|
ZWrite Off ZTest Always Blend Off Cull Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex Vert
|
|
#pragma fragment FragmentURPBlitPointSampler
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
|
|
|
half4 FragmentURPBlitPointSampler(Varyings input) : SV_Target
|
|
{
|
|
return FragmentURPBlitHDR(input, sampler_PointClamp);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
}
|
|
|
|
Fallback Off
|
|
}
|