#ifndef CUSTOM_PASS_COMMON #define CUSTOM_PASS_COMMON #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassInjectionPoint.cs.hlsl" float _CustomPassInjectionPoint; float _FadeValue; // 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: case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, 0).rgb; case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, 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); } } 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, UNITY_RAW_FAR_CLIP_VALUE); return output; } #endif // CUSTOM_PASS_COMMON