forked from BilalY/Rasagar
46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/Sampling"
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{
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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// 0 - Downsample - Box filtering
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Pass
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{
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Name "BoxDownsample"
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ZTest Always
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragBoxDownsample
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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SAMPLER(sampler_BlitTexture);
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float _SampleOffset;
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half4 FragBoxDownsample(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
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float4 d = _BlitTexture_TexelSize.xyxy * float4(-_SampleOffset, -_SampleOffset, _SampleOffset, _SampleOffset);
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half4 s;
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s = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.xy);
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s += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.zy);
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s += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.xw);
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s += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.zw);
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return s * 0.25h;
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}
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ENDHLSL
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}
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}
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}
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