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

69 lines
2.9 KiB
HLSL

#ifndef CUSTOM_PASS_COMMON
#define CUSTOM_PASS_COMMON
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassInjectionPoint.cs.hlsl"
float _CustomPassInjectionPoint;
float _FadeValue;
// This texture is only available in after post process and contains the result of post processing effects.
// While SampleCameraColor still returns the color pyramid without post processes
TEXTURE2D_X(_AfterPostProcessColorBuffer);
float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true)
{
if (uvGuards)
uv = clamp(uv, 0, 1 - _ScreenSize.zw / 2.0);
switch ((int)_CustomPassInjectionPoint)
{
case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
// there is no color pyramid yet for before transparent so we can't sample with mips.
// Also, we don't use _RTHandleScaleHistory to sample because the color pyramid bound is the actual camera color buffer which is at the resolution of the camera
case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT:
case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, 0).rgb;
case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, 0).rgb;
default: return SampleCameraColor(uv, lod);
}
}
float3 CustomPassLoadCameraColor(uint2 pixelCoords, float lod)
{
switch ((int)_CustomPassInjectionPoint)
{
case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
// there is no color pyramid yet for before transparent so we can't sample with mips.
case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT:
case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return LOAD_TEXTURE2D_X_LOD(_ColorPyramidTexture, pixelCoords, 0).rgb;
case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, pixelCoords, 0).rgb;
default: return LoadCameraColor(pixelCoords, lod);
}
}
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
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, UNITY_RAW_FAR_CLIP_VALUE);
return output;
}
#endif // CUSTOM_PASS_COMMON