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88 lines
2.2 KiB

Shader "Hidden/HDRP/DebugLocalVolumetricFogAtlas"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
#pragma vertex Vert
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
TEXTURE3D(_InputTexture);
SAMPLER(sampler_InputTexture);
float _Slice;
float3 _Offset;
float3 _TextureSize;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
float3 GetUVs(float2 texcoords)
{
return float3(texcoords * float2(1, _TextureSize.x / _TextureSize.y) * _TextureSize.xy, _Slice) + _Offset;
}
float4 Color(Varyings input) : SV_Target
{
float3 uv = GetUVs(input.texcoord.xy);
return float4(LOAD_TEXTURE3D_LOD(_InputTexture, uv, 0).rgb, 1);
}
float4 Alpha(Varyings input) : SV_Target
{
float3 uv = GetUVs(input.texcoord.xy);
return float4(LOAD_TEXTURE3D_LOD(_InputTexture, uv, 0).aaa, 1);
}
ENDHLSL
Pass
{
ZWrite On
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment Color
ENDHLSL
}
Pass
{
ZWrite On
ZTest Always
Blend Off
Cull Off
HLSLPROGRAM
#pragma fragment Alpha
ENDHLSL
}
}
Fallback Off
}