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120 lines
4.5 KiB
120 lines
4.5 KiB
Shader "Hidden/HDRP/CompositeUI"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
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#pragma editor_sync_compilation
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#pragma multi_compile_local_fragment _ APPLY_AFTER_POST
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#pragma multi_compile_local _ DISABLE_TEXTURE2D_X_ARRAY
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#pragma multi_compile_local_fragment _ BLIT_SINGLE_SLICE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/HDROutput.hlsl"
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TEXTURE2D_X(_InputTexture);
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TEXTURE2D_X(_UITexture);
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TEXTURE2D_X(_AfterPostProcessTexture);
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CBUFFER_START(cb)
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float4 _HDROutputParams;
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float4 _SrcOffset;
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int _NeedsFlip;
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int _BlitTexArraySlice;
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CBUFFER_END
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#define _MinNits _HDROutputParams.x
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#define _MaxNits _HDROutputParams.y
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#define _PaperWhite _HDROutputParams.z
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#define _FullScreenHeight _SrcOffset.w
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#define _ViewportLoadOffset _SrcOffset.xy
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord;
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float2 samplePos = input.positionCS.xy;
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float2 pixelSampleOffset = float2(-_ViewportLoadOffset.x, _ViewportLoadOffset.y);
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if (_NeedsFlip)
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{
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uv.y = _RTHandleScale.y - uv.y;
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samplePos.y = _ScreenSize.y - samplePos.y;
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pixelSampleOffset.y = (_FullScreenHeight - _ScreenSize.y) - pixelSampleOffset.y;
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}
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samplePos += pixelSampleOffset;
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#if defined(USE_TEXTURE2D_X_AS_ARRAY) && defined(BLIT_SINGLE_SLICE)
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float4 outColor = LOAD_TEXTURE2D_ARRAY(_InputTexture, samplePos.xy, _BlitTexArraySlice);
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#else
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float4 outColor = LOAD_TEXTURE2D_X(_InputTexture, samplePos.xy);
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#endif
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// Apply AfterPostProcess target
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#if APPLY_AFTER_POST
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#if defined(USE_TEXTURE2D_X_AS_ARRAY) && defined(BLIT_SINGLE_SLICE)
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float4 afterPostColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_AfterPostProcessTexture, s_point_clamp_sampler, uv , _BlitTexArraySlice, 0);
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#else
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float4 afterPostColor = SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessTexture, s_point_clamp_sampler, uv , 0);
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#endif
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afterPostColor.rgb = ProcessUIForHDR(afterPostColor.rgb, _PaperWhite, _MaxNits);
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// After post objects are blended according to the method described here: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
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outColor.xyz = afterPostColor.a * outColor.xyz + afterPostColor.xyz;
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#endif
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#if defined(USE_TEXTURE2D_X_AS_ARRAY) && defined(BLIT_SINGLE_SLICE)
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float4 uiValue = LOAD_TEXTURE2D_ARRAY(_UITexture, samplePos.xy, _BlitTexArraySlice);
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#else
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float4 uiValue = LOAD_TEXTURE2D_X(_UITexture, samplePos.xy);
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#endif
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outColor.rgb = SceneUIComposition(uiValue, outColor.rgb, _PaperWhite, _MaxNits);
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outColor.rgb = OETF(outColor.rgb, _MaxNits);
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return outColor;
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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Fallback Off
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}
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