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1.7 KiB

Shader "Hidden/Core/DebugOccluder"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch webgpu
//#pragma enable_d3d11_debug_symbols
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
float2 _ValidRange;
SamplerState ltc_linear_clamp_sampler;
struct Attributes
{
uint vertexID : VERTEXID_SEMANTIC;
};
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;
}
float GetOutputColor(float occluderValue)
{
float value = saturate((occluderValue - _ValidRange.x) * _ValidRange.y);
return float4(value.xxx, 1);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline"}
Pass
{
Name "DebugOccluder"
ZTest Off
Blend One Zero
Cull Off
ZWrite On
HLSLPROGRAM
TEXTURE2D(_OccluderTexture);
#pragma vertex Vert
#pragma fragment Fragment
float4 Fragment(Varyings input) : SV_Target
{
return GetOutputColor(SAMPLE_TEXTURE2D(_OccluderTexture, ltc_linear_clamp_sampler, input.texcoord).x);
}
ENDHLSL
}
}
Fallback Off
}