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

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Shader "Hidden/DebugVTBlit"
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
TEXTURE2D_X(_BlitTexture);
TEXTURE2D_X_MSAA(float4, _BlitTextureMSAA);
Varyings vert(Attributes input)
{
Varyings o;
o.vertex = GetFullScreenTriangleVertexPosition(input.vertexID);
o.uv = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
return o;
}
float4 ComputeDebugColor(float4 col)
{
float tileX = col.x + fmod(col.y, 8.0f) * 256.0f;
float tileY = floor(col.y / 8.0f) + fmod(col.z, 64.0f) * 32.0f;
float level = floor((col.z) / 64.0f) + fmod(col.w, 4.0f) * 4.0f;
float tex = floor(col.w / 4.0f);
return float4(tileX, tileY, level, tex);
}
float4 frag(Varyings i) : SV_Target
{
float4 col = 255.0f * SAMPLE_TEXTURE2D_X(_BlitTexture, s_point_clamp_sampler, i.uv);
return ComputeDebugColor(col);
}
float4 fragMSAA(Varyings i) : SV_Target
{
float4 col = 255.0f * LOAD_TEXTURE2D_X_MSAA(_BlitTextureMSAA, uint2(i.uv * _ScreenSize.xy / _RTHandleScale.xy), 0);
return ComputeDebugColor(col);
}
ENDHLSL
SubShader
{
// No culling or depth
Cull Off
ZWrite Off
ZTest Always
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment fragMSAA
ENDHLSL
}
}
Fallback Off
}