318 lines
9.9 KiB
Plaintext
318 lines
9.9 KiB
Plaintext
Shader "Hidden/HDRP/Blit"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma editor_sync_compilation
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY
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#pragma multi_compile _ BLIT_SINGLE_SLICE
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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TEXTURE2D_X(_BlitTexture);
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SamplerState sampler_PointClamp;
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SamplerState sampler_LinearClamp;
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SamplerState sampler_PointRepeat;
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SamplerState sampler_LinearRepeat;
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uniform float4 _BlitScaleBias;
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uniform float4 _BlitScaleBiasRt;
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uniform float _BlitMipLevel;
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uniform float2 _BlitTextureSize;
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uniform uint _BlitPaddingSize;
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uniform int _BlitTexArraySlice;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
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return output;
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}
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Varyings VertQuad(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
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output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
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output.texcoord = GetQuadTexCoord(input.vertexID) * _BlitScaleBias.xy + _BlitScaleBias.zw;
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return output;
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}
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Varyings VertQuadPadding(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float2 scalePadding = ((_BlitTextureSize + float(_BlitPaddingSize)) / _BlitTextureSize);
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float2 offsetPaddding = (float(_BlitPaddingSize) / 2.0) / (_BlitTextureSize + _BlitPaddingSize);
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output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
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output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
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output.texcoord = GetQuadTexCoord(input.vertexID);
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output.texcoord = (output.texcoord - offsetPaddding) * scalePadding;
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output.texcoord = output.texcoord * _BlitScaleBias.xy + _BlitScaleBias.zw;
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return output;
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}
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float4 Frag(Varyings input, SamplerState s)
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{
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#if defined(USE_TEXTURE2D_X_AS_ARRAY) && defined(BLIT_SINGLE_SLICE)
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return SAMPLE_TEXTURE2D_ARRAY_LOD(_BlitTexture, s, input.texcoord.xy, _BlitTexArraySlice, _BlitMipLevel);
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#endif
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, s, input.texcoord.xy, _BlitMipLevel);
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}
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float4 FragNearest(Varyings input) : SV_Target
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{
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return Frag(input, sampler_PointClamp);
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}
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float4 FragBilinear(Varyings input) : SV_Target
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{
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return Frag(input, sampler_LinearClamp);
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}
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float4 FragBilinearRepeat(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord.xy;
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return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel);
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}
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float4 FragNearestRepeat(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord.xy;
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return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_PointRepeat, uv, _BlitMipLevel);
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}
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float4 FragOctahedralBilinearRepeat(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float u = input.texcoord.x;
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float v = input.texcoord.y;
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float2 uv;
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if (u < 0.0f)
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{
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if (v < 0.0f)
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uv = float2(1.0f + u, 1.0f + v);
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else if (v < 1.0f)
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uv = float2(-u, 1.0f - v);
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else
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uv = float2(1.0f + u, v - 1.0f);
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}
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else if (u < 1.0f)
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{
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if (v < 0.0f)
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uv = float2(1.0f - u, -v);
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else if (v < 1.0f)
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uv = float2(u, v);
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else
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uv = float2(1.0f - u, 2.0f - v);
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}
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else
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{
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if (v < 0.0f)
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uv = float2(u - 1.0f, 1.0f + v);
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else if (v < 1.0f)
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uv = float2(2.0f - u, 1.0f - v);
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else
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uv = float2(u - 1.0f, v - 1.0f);
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}
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return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel);
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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// 0: Nearest
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragNearest
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ENDHLSL
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}
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// 1: Bilinear
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragBilinear
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ENDHLSL
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}
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// 2: Nearest quad
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragNearest
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ENDHLSL
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}
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// 3: Bilinear quad
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuad
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#pragma fragment FragBilinear
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ENDHLSL
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}
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// 4: Nearest quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearest
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ENDHLSL
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}
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// 5: Bilinear quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinear
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ENDHLSL
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}
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// 6: Nearest quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearestRepeat
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ENDHLSL
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}
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// 7: Bilinear quad with padding
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinearRepeat
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ENDHLSL
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}
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// 8: Bilinear quad with padding (for OctahedralTexture)
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Pass
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{
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ZWrite Off ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragOctahedralBilinearRepeat
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ENDHLSL
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}
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/// Version 4, 5, 6, 7 with Alpha Blending 0.5
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// 9: Nearest quad with padding alpha blend (4 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearest
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 10: Bilinear quad with padding alpha blend (5 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinear
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 11: Nearest quad with padding alpha blend (6 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragNearestRepeat
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 12: Bilinear quad with padding alpha blend (7 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragBilinearRepeat
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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// 13: Bilinear quad with padding alpha blend (for OctahedralTexture) (8 with alpha blend)
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Pass
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{
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ZWrite Off ZTest Always Blend DstColor Zero Cull Off
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HLSLPROGRAM
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#pragma vertex VertQuadPadding
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#pragma fragment FragOctahedralBilinearRepeat
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#define WITH_ALPHA_BLEND
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ENDHLSL
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}
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}
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Fallback Off
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}
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