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

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Shader "Hidden/HDRP/Blit"
{
HLSLINCLUDE
#pragma target 4.5
#pragma editor_sync_compilation
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY
#pragma multi_compile _ BLIT_SINGLE_SLICE
#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;
SamplerState sampler_LinearClamp;
SamplerState sampler_PointRepeat;
SamplerState sampler_LinearRepeat;
uniform float4 _BlitScaleBias;
uniform float4 _BlitScaleBiasRt;
uniform float _BlitMipLevel;
uniform float2 _BlitTextureSize;
uniform uint _BlitPaddingSize;
uniform int _BlitTexArraySlice;
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 = GetFullScreenTriangleTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
return output;
}
Varyings VertQuad(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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;
}
Varyings VertQuadPadding(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 scalePadding = ((_BlitTextureSize + float(_BlitPaddingSize)) / _BlitTextureSize);
float2 offsetPaddding = (float(_BlitPaddingSize) / 2.0) / (_BlitTextureSize + _BlitPaddingSize);
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);
output.texcoord = (output.texcoord - offsetPaddding) * scalePadding;
output.texcoord = output.texcoord * _BlitScaleBias.xy + _BlitScaleBias.zw;
return output;
}
float4 Frag(Varyings input, SamplerState s)
{
#if defined(USE_TEXTURE2D_X_AS_ARRAY) && defined(BLIT_SINGLE_SLICE)
return SAMPLE_TEXTURE2D_ARRAY_LOD(_BlitTexture, s, input.texcoord.xy, _BlitTexArraySlice, _BlitMipLevel);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, s, input.texcoord.xy, _BlitMipLevel);
}
float4 FragNearest(Varyings input) : SV_Target
{
return Frag(input, sampler_PointClamp);
}
float4 FragBilinear(Varyings input) : SV_Target
{
return Frag(input, sampler_LinearClamp);
}
float4 FragBilinearRepeat(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel);
}
float4 FragNearestRepeat(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_PointRepeat, uv, _BlitMipLevel);
}
float4 FragOctahedralBilinearRepeat(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float u = input.texcoord.x;
float v = input.texcoord.y;
float2 uv;
if (u < 0.0f)
{
if (v < 0.0f)
uv = float2(1.0f + u, 1.0f + v);
else if (v < 1.0f)
uv = float2(-u, 1.0f - v);
else
uv = float2(1.0f + u, v - 1.0f);
}
else if (u < 1.0f)
{
if (v < 0.0f)
uv = float2(1.0f - u, -v);
else if (v < 1.0f)
uv = float2(u, v);
else
uv = float2(1.0f - u, 2.0f - v);
}
else
{
if (v < 0.0f)
uv = float2(u - 1.0f, 1.0f + v);
else if (v < 1.0f)
uv = float2(2.0f - u, 1.0f - v);
else
uv = float2(u - 1.0f, v - 1.0f);
}
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// 0: Nearest
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragNearest
ENDHLSL
}
// 1: Bilinear
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragBilinear
ENDHLSL
}
// 2: Nearest quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragNearest
ENDHLSL
}
// 3: Bilinear quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinear
ENDHLSL
}
// 4: Nearest quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearest
ENDHLSL
}
// 5: Bilinear quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinear
ENDHLSL
}
// 6: Nearest quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearestRepeat
ENDHLSL
}
// 7: Bilinear quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinearRepeat
ENDHLSL
}
// 8: Bilinear quad with padding (for OctahedralTexture)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralBilinearRepeat
ENDHLSL
}
/// Version 4, 5, 6, 7 with Alpha Blending 0.5
// 9: Nearest quad with padding alpha blend (4 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearest
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 10: Bilinear quad with padding alpha blend (5 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinear
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 11: Nearest quad with padding alpha blend (6 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearestRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 12: Bilinear quad with padding alpha blend (7 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinearRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 13: Bilinear quad with padding alpha blend (for OctahedralTexture) (8 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralBilinearRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}
}
Fallback Off
}