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

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Shader "Hidden/HDRP/AOResolve"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
//#pragma enable_d3d11_debug_symbols
// Target multivalues textures
TEXTURE2D_X(_DepthValuesTexture);
TEXTURE2D_X(_MultiAmbientOcclusionTexture);
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
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);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _ScreenSize.xy;
return output;
}
float Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Generate the matching pixel coordinates
int2 pixelCoords = int2(input.texcoord);
// Read the multiple depth values
float4 depthValues = LOAD_TEXTURE2D_X(_DepthValuesTexture, pixelCoords);
// Compute the lerp value between the max and min ao values (and saturate in case maxdepth == mindepth)
float lerpVal = saturate((depthValues.z - depthValues.y) / (depthValues.x - depthValues.y));
// Fetch the AO values
float2 aoValues = LOAD_TEXTURE2D_X(_MultiAmbientOcclusionTexture, pixelCoords).xy;
// Lerp between Both
return lerp(aoValues.x, aoValues.y, lerpVal);
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
Fallback Off
}