Shader "Hidden/HDRP/DebugBlitQuad" { 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/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" TEXTURE2D(_InputTexture); TEXTURE2D_ARRAY(_InputTextureArray); SAMPLER(sampler_InputTexture); SAMPLER(sampler_InputTextureArray); float _Mipmap; float _ApplyExposure; int _ArrayIndex; struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID); return output; } float4 Frag(Varyings input) : SV_Target { float3 color = color = SAMPLE_TEXTURE2D_LOD(_InputTexture, sampler_InputTexture, input.texcoord.xy, _Mipmap).rgb; return float4(color * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0); } float4 FragArray(Varyings input) : SV_Target { float3 color = SAMPLE_TEXTURE2D_ARRAY_LOD(_InputTextureArray, sampler_InputTextureArray, input.texcoord.xy, _ArrayIndex, _Mipmap).rgb; return float4(color * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0); } ENDHLSL SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } // 0: Texture Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag ENDHLSL } // 0: TextureArray Pass { ZWrite On ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma vertex Vert #pragma fragment FragArray ENDHLSL } } Fallback Off }