Shader "Hidden/Core/VrsVisualization" { SubShader { Pass { Name "VrsVisualization" ZTest Always ZWrite Off Cull Off HLSLPROGRAM //#pragma enable_d3d11_debug_symbols #pragma exclude_renderers glcore gles3 #pragma vertex Vert #pragma fragment Fragment #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" TYPED_TEXTURE2D(uint, _ShadingRateImage); StructuredBuffer _VisualizationLut; uniform float4 _VisualizationParams; #define PixelToTileScale _VisualizationParams.xy float4 Fragment(Varyings input) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); uint2 pixel = (uint2)(input.positionCS.xy * PixelToTileScale); uint shadingRate = LOAD_TEXTURE2D_LOD(_ShadingRateImage, pixel, 0); return _VisualizationLut[shadingRate]; } ENDHLSL } } Fallback Off }