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80 lines
2.4 KiB

Shader "Hidden/HDRP/DebugBlitQuad"
{
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/ImageBasedLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
TEXTURE2D(_InputTexture);
TEXTURE2D_ARRAY(_InputTextureArray);
SAMPLER(sampler_InputTexture);
SAMPLER(sampler_InputTextureArray);
float _Mipmap;
float _ApplyExposure;
int _ArrayIndex;
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;
}
float4 Frag(Varyings input) : SV_Target
{
float3 color = color = SAMPLE_TEXTURE2D_LOD(_InputTexture, sampler_InputTexture, input.texcoord.xy, _Mipmap).rgb;
return float4(color * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0);
}
float4 FragArray(Varyings input) : SV_Target
{
float3 color = SAMPLE_TEXTURE2D_ARRAY_LOD(_InputTextureArray, sampler_InputTextureArray, input.texcoord.xy, _ArrayIndex, _Mipmap).rgb;
return float4(color * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// 0: Texture
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
// 0: TextureArray
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragArray
ENDHLSL
}
}
Fallback Off
}