2021-09-09 20:42:29 -04:00

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Shader "Hidden/HDRP/DebugLightVolumes"
{
Properties
{
_Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
_Range("Range", Vector) = (1.0, 1.0, 1.0, 1.0)
_Offset("Offset", Vector) = (1.0, 1.0, 1.0, 1.0)
}
SubShader
{
Pass
{
Cull Back
ZWrite Off
Blend One One
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
struct AttributesDefault
{
float3 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsDefault
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
float3 _Range;
float3 _Offset;
float4 _Color;
VaryingsDefault vert(AttributesDefault att)
{
VaryingsDefault output;
UNITY_SETUP_INSTANCE_ID(att);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 positionRWS = TransformObjectToWorld(att.positionOS.xyz * _Range + _Offset);
output.positionCS = TransformWorldToHClip(positionRWS);
return output;
}
void frag(VaryingsDefault varying, out float outLightCount : SV_Target0, out float4 outColorAccumulation : SV_Target1)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varying);
outLightCount = 1.0f;
outColorAccumulation = _Color;
}
ENDHLSL
}
Pass
{
ZWrite Off Blend One One ZTest Always Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#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_PointClamp;
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
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);
output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
return output;
}
float4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_PointClamp, input.texcoord, 0);
}
ENDHLSL
}
}
}