#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl" CTYPE Sample(TEXTURE2D_X_PARAM(_InputTexture, _InputTextureSampler), float2 UV) { float2 ScaledUV = ClampAndScaleUVForPoint(UV); return SAMPLE_TEXTURE2D_X_LOD(_InputTexture, _InputTextureSampler, ScaledUV, 0).CTYPE_SWIZZLE; } CTYPE Nearest(TEXTURE2D_X(_InputTexture), float2 UV) { return Sample(TEXTURE2D_X_ARGS(_InputTexture, s_point_clamp_sampler), UV); } CTYPE CatmullRomFourSamples(TEXTURE2D_X(_InputTexture), float2 UV) { float2 TexSize = _ScreenSize.xy * rcp(_RTHandleScale.xy); float4 bicubicWnd = float4(TexSize, 1.0 / (TexSize)); return SampleTexture2DBicubic( TEXTURE2D_X_ARGS(_InputTexture, s_linear_clamp_sampler), UV * _RTHandleScale.xy, bicubicWnd, (1.0f - 0.5f * _ScreenSize.zw) * _RTHandleScale.xy, unity_StereoEyeIndex).CTYPE_SWIZZLE; }