109 lines
3.3 KiB
Plaintext
109 lines
3.3 KiB
Plaintext
Shader "Hidden/HDRP/DebugLightVolumes"
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{
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Properties
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{
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_Color ("Color", Color) = (1.0, 1.0, 1.0, 1.0)
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_Range("Range", Vector) = (1.0, 1.0, 1.0, 1.0)
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_Offset("Offset", Vector) = (1.0, 1.0, 1.0, 1.0)
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}
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SubShader
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{
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Pass
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{
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Cull Back
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ZWrite Off
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Blend One One
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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struct AttributesDefault
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{
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float3 positionOS : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsDefault
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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float3 _Range;
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float3 _Offset;
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float4 _Color;
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VaryingsDefault vert(AttributesDefault att)
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{
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VaryingsDefault output;
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UNITY_SETUP_INSTANCE_ID(att);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float3 positionRWS = TransformObjectToWorld(att.positionOS.xyz * _Range + _Offset);
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output.positionCS = TransformWorldToHClip(positionRWS);
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return output;
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}
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void frag(VaryingsDefault varying, out float outLightCount : SV_Target0, out float4 outColorAccumulation : SV_Target1)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varying);
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outLightCount = 1.0f;
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outColorAccumulation = _Color;
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}
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ENDHLSL
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}
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Pass
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{
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ZWrite Off Blend One One ZTest Always Cull Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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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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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 = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_PointClamp, input.texcoord, 0);
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}
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ENDHLSL
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}
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}
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}
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