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1.9 KiB

Shader "Hidden/ScriptableRenderPipeline/ShadowBlit"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScaling.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "BlitShadows"
ZTest Always
Cull Off
ZWrite On
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
TEXTURE2D(_CachedShadowmapAtlas);
float4 _BlitScaleBias;
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = DYNAMIC_SCALING_APPLY_SCALEBIAS(GetFullScreenTriangleTexCoord(input.vertexID));
return output;
}
float Frag(Varyings input) : SV_Depth
{
return SAMPLE_TEXTURE2D_LOD(_CachedShadowmapAtlas, s_point_clamp_sampler, input.texcoord.xy, 0).x;
}
ENDHLSL
}
}
Fallback Off
}