74 lines
2.3 KiB
Plaintext
74 lines
2.3 KiB
Plaintext
Shader "Hidden/HDRP/AOResolve"
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{
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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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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//#pragma enable_d3d11_debug_symbols
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// Target multivalues textures
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TEXTURE2D_X(_DepthValuesTexture);
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TEXTURE2D_X(_MultiAmbientOcclusionTexture);
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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 = GetFullScreenTriangleTexCoord(input.vertexID) * _ScreenSize.xy;
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return output;
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}
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float 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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// Generate the matching pixel coordinates
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int2 pixelCoords = int2(input.texcoord);
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// Read the multiple depth values
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float4 depthValues = LOAD_TEXTURE2D_X(_DepthValuesTexture, pixelCoords);
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// Compute the lerp value between the max and min ao values (and saturate in case maxdepth == mindepth)
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float lerpVal = saturate((depthValues.z - depthValues.y) / (depthValues.x - depthValues.y));
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// Fetch the AO values
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float2 aoValues = LOAD_TEXTURE2D_X(_MultiAmbientOcclusionTexture, pixelCoords).xy;
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// Lerp between Both
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return lerp(aoValues.x, aoValues.y, lerpVal);
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite On ZTest Always Blend Off 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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ENDHLSL
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}
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}
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Fallback Off
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}
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