38 lines
1.2 KiB
HLSL
38 lines
1.2 KiB
HLSL
#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_LinearClamp;
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uniform float4 _BlitScaleBias;
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uniform float4 _BlitScaleBiasRt;
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uniform uint _BlitTexArraySlice;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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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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};
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Varyings VertQuad(Attributes input)
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{
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Varyings 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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float4 FragBilinear(Varyings input) : SV_Target
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{
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#if defined(USE_TEXTURE2D_X_AS_ARRAY)
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return SAMPLE_TEXTURE2D_ARRAY(_BlitTexture, sampler_LinearClamp, input.texcoord.xy, _BlitTexArraySlice);
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#else
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return SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, input.texcoord.xy);
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#endif
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}
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