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

98 lines
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Shader "Hidden/HDRP/CombineLighting"
{
Properties
{
[HideInInspector] _StencilMask("_StencilMask", Int) = 7
[HideInInspector] _StencilRef("_StencilRef", Int) = 1
}
SubShader
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
// #pragma enable_d3d11_debug_symbols
#pragma vertex Vert
#pragma fragment Frag
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
TEXTURE2D_X(_IrradianceSource);
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);
return output;
}
ENDHLSL
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil
{
ReadMask [_StencilMask]
Ref [_StencilRef]
Comp Equal
Pass Keep
}
Cull Off
ZTest Less // Required for XR occlusion mesh optimization
ZWrite Off
Blend One One // Additive
HLSLPROGRAM
float4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return LOAD_TEXTURE2D_X(_IrradianceSource, input.positionCS.xy);
}
ENDHLSL
}
Pass
{
Stencil
{
ReadMask [_StencilMask]
Ref [_StencilRef]
Comp Equal
Pass Keep
}
Cull Off
ZTest Less // Required for XR occlusion mesh optimization
ZWrite Off
Blend One One // Additive
HLSLPROGRAM
float4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return LOAD_TEXTURE2D_X(_IrradianceSource, input.positionCS.xy) * GetCurrentExposureMultiplier();
}
ENDHLSL
}
}
Fallback Off
}