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4.4 KiB

Shader "Hidden/CoreSRP/CoreCopy"
{
SubShader
{
Tags { "RenderType" = "Opaque" }
ZClip Off
ZTest Off
ZWrite Off Cull Off
Pass
{
Name "Copy"
HLSLPROGRAM
#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/ShaderLibrary/TextureXR.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#pragma multi_compile_fragment _ DISABLE_TEXTURE2D_X_ARRAY
#pragma vertex Vert
#pragma fragment CopyFrag
// Declares the framebuffer input as a texture 2d containing half.
FRAMEBUFFER_INPUT_X_FLOAT(0);
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
// Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script.
float4 CopyFrag(Varyings input) : SV_Target0
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// read previous subpasses directly from the framebuffer.
half4 color = LOAD_FRAMEBUFFER_INPUT_X(0, input.positionCS.xy);
// Modify the sampled color
return color;
}
ENDHLSL
}
Tags { "RenderType" = "Opaque" }
ZClip Off
ZTest Off
ZWrite Off Cull Off
Pass
{
Name "CopyMS"
HLSLPROGRAM
#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/ShaderLibrary/TextureXR.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#pragma multi_compile_fragment _ DISABLE_TEXTURE2D_X_ARRAY
#pragma vertex Vert
#pragma fragment CopyFragMS
#pragma target 4.5
#pragma require msaatex
// Declares the framebuffer input as a texture 2d containing half.
FRAMEBUFFER_INPUT_X_FLOAT_MS(0);
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
// Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script.
float4 CopyFragMS(Varyings input, uint sampleID : SV_SampleIndex) : SV_Target0
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// read previous subpasses directly from the framebuffer.
half4 color = LOAD_FRAMEBUFFER_INPUT_X_MS(0, sampleID, input.positionCS.xy);
// Modify the sampled color
return color;
}
ENDHLSL
}
}
}