You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
81 lines
2.5 KiB
81 lines
2.5 KiB
Shader "Hidden/DebugVTBlit"
|
|
{
|
|
HLSLINCLUDE
|
|
#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.core/ShaderLibrary/TextureStack.hlsl"
|
|
|
|
struct Attributes
|
|
{
|
|
uint vertexID : SV_VertexID;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 vertex : SV_POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
TEXTURE2D_X(_BlitTexture);
|
|
TEXTURE2D_X_MSAA(float4, _BlitTextureMSAA);
|
|
|
|
Varyings vert(Attributes input)
|
|
{
|
|
Varyings o;
|
|
o.vertex = GetFullScreenTriangleVertexPosition(input.vertexID);
|
|
o.uv = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
|
|
return o;
|
|
}
|
|
|
|
float4 ComputeDebugColor(float4 col)
|
|
{
|
|
float tileX = col.x + fmod(col.y, 8.0f) * 256.0f;
|
|
float tileY = floor(col.y / 8.0f) + fmod(col.z, 64.0f) * 32.0f;
|
|
float level = floor((col.z) / 64.0f) + fmod(col.w, 4.0f) * 4.0f;
|
|
float tex = floor(col.w / 4.0f);
|
|
|
|
return float4(tileX, tileY, level, tex);
|
|
}
|
|
|
|
float4 frag(Varyings i) : SV_Target
|
|
{
|
|
float4 sampleValue = SAMPLE_TEXTURE2D_X(_BlitTexture, s_point_clamp_sampler, i.uv);
|
|
float4 col = UnpackVTFeedbackWithAlpha(float4(sampleValue.rgb,1.0)) * 255.0;
|
|
return ComputeDebugColor(col);
|
|
}
|
|
|
|
float4 fragMSAA(Varyings i) : SV_Target
|
|
{
|
|
float4 col = 255.0f * LOAD_TEXTURE2D_X_MSAA(_BlitTextureMSAA, uint2(i.uv * _ScreenSize.xy / _RTHandleScale.xy), 0);
|
|
return ComputeDebugColor(col);
|
|
}
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
|
// No culling or depth
|
|
Cull Off
|
|
ZWrite Off
|
|
ZTest Always
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
HLSLPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment fragMSAA
|
|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
|
ENDHLSL
|
|
}
|
|
}
|
|
Fallback Off
|
|
}
|