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

38 lines
1.2 KiB
HLSL

#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
}