#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" TEXTURE2D_X(_BlitTexture); SamplerState sampler_LinearClamp; uniform float4 _BlitScaleBias; uniform float4 _BlitScaleBiasRt; uniform uint _BlitTexArraySlice; struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; float2 texcoord : TEXCOORD0; }; Varyings VertQuad(Attributes input) { Varyings output; output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0); output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1 output.texcoord = GetQuadTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw; return output; } float4 FragBilinear(Varyings input) : SV_Target { #if defined(USE_TEXTURE2D_X_AS_ARRAY) return SAMPLE_TEXTURE2D_ARRAY(_BlitTexture, sampler_LinearClamp, input.texcoord.xy, _BlitTexArraySlice); #else return SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord.xy); #endif }