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79 lines
1.9 KiB

Shader "Hidden/PostProcessing/SubpixelMorphologicalAntialiasing"
{
Properties
{
[HideInInspector] _StencilRef("_StencilRef", Int) = 4
[HideInInspector] _StencilMask("_StencilMask", Int) = 4
}
HLSLINCLUDE
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_fragment SMAA_PRESET_LOW SMAA_PRESET_MEDIUM SMAA_PRESET_HIGH
#pragma editor_sync_compilation
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Cull Off ZWrite Off ZTest Always
// Edge detection
Pass
{
Name "Edge detection"
Stencil
{
WriteMask [_StencilMask]
Ref [_StencilRef]
Comp Always
Pass Replace
}
HLSLPROGRAM
#pragma vertex VertEdge
#pragma fragment FragEdge
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// Blend Weights Calculation
Pass
{
Name "Blend Weights Calculation"
Stencil
{
WriteMask[_StencilMask]
ReadMask [_StencilMask]
Ref [_StencilRef]
Comp Equal
Pass Replace
}
HLSLPROGRAM
#pragma vertex VertBlend
#pragma fragment FragBlend
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
// Neighborhood Blending
Pass
{
Name "Neighborhood Blending"
HLSLPROGRAM
#pragma vertex VertNeighbor
#pragma fragment FragNeighbor
#include "SubpixelMorphologicalAntialiasingBridge.hlsl"
ENDHLSL
}
}
}