Shader "Hidden/HDRP/CharlieConvolve" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Cull Off ZTest Always ZWrite Off Blend Off HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" SAMPLER(s_trilinear_clamp_sampler); TEXTURECUBE(_MainTex); float _InvOmegaP; float _Level; float4x4 _PixelCoordToViewDirWS; // Actually just 3x3, but Unity can only set 4x4 struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } float4 Frag(Varyings input) : SV_Target { // Points towards the camera float3 viewDirWS = normalize(mul(float3(input.positionCS.xy, 1.0), (float3x3)_PixelCoordToViewDirWS)); // Reverse it to point into the scene float3 N = -viewDirWS; // Remove view-dependency from GGX, effectively making the BSDF isotropic. float3 V = N; float perceptualRoughness = MipmapLevelToPerceptualRoughness(_Level); float roughness = PerceptualRoughnessToRoughness(perceptualRoughness); uint sampleCount = GetIBLRuntimeFilterSampleCount(_Level) * 100; float4 val = IntegrateLDCharlie(TEXTURECUBE_ARGS(_MainTex, s_trilinear_clamp_sampler), V, N, roughness, sampleCount, _InvOmegaP, true); return val; } ENDHLSL } } }