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46 lines
1.4 KiB

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<float4> _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
}