#ifndef CUSTOM_PASS_SAMPLING_HLSL #define CUSTOM_PASS_SAMPLING_HLSL #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassInjectionPoint.cs.hlsl" float _CustomPassInjectionPoint; // This texture is only available in after post process and contains the result of post processing effects. // While SampleCameraColor still returns the color pyramid without post processes TEXTURE2D_X(_AfterPostProcessColorBuffer); float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true) { if (uvGuards) uv = clamp(uv, 0, 1 - _ScreenSize.zw / 2.0); switch ((int)_CustomPassInjectionPoint) { case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0); // there is no color pyramid yet for before transparent so we can't sample with mips. // Also, we don't use _RTHandleScaleHistory to sample because the color pyramid bound is the actual camera color buffer which is at the resolution of the camera case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, lod).rgb; case CUSTOMPASSINJECTIONPOINT_BEFORE_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, lod).rgb; case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, 0).rgb; case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, ClampAndScaleUVForBilinearPostProcessTexture(uv), 0).rgb; default: return SampleCameraColor(uv, lod); } } float3 CustomPassLoadCameraColor(uint2 pixelCoords, float lod) { switch ((int)_CustomPassInjectionPoint) { case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0); // there is no color pyramid yet for before transparent so we can't sample with mips. case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return LOAD_TEXTURE2D_X_LOD(_ColorPyramidTexture, pixelCoords, 0).rgb; case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, pixelCoords, 0).rgb; default: return LoadCameraColor(pixelCoords, lod); } } float4 CustomPassSampleCustomColor(float2 uv) { switch ((int)_CustomPassInjectionPoint) { case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_CustomColorTexture, uv * _ScreenSize.xy, 0); default: return SampleCustomColor(uv); } } float4 CustomPassLoadCustomColor(uint2 pixelCoords) { return LoadCustomColor(pixelCoords); } float CustomPassLoadCustomDepth(uint2 pixelCoords) { return LoadCustomDepth(pixelCoords); } float CustomPassLoadCameraDepth(uint2 pixelCoords) { switch ((int)_CustomPassInjectionPoint) { case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return 0; case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LoadCameraDepth(pixelCoords * _DynamicResolutionFullscreenScale.xy); default: return LoadCameraDepth(pixelCoords); } } #endif