56 lines
1.2 KiB
Plaintext
56 lines
1.2 KiB
Plaintext
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Shader "Hidden/PostProcessing/Copy"
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{
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HLSLINCLUDE
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#include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl"
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TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex);
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float4 Frag(VaryingsDefault i) : SV_Target
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{
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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return color;
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}
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float4 FragKillNaN(VaryingsDefault i) : SV_Target
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{
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float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo);
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if (AnyIsNan(color))
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{
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color = (0.0).xxxx;
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}
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return color;
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}
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ENDHLSL
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// 0 - Fullscreen triangle copy
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment Frag
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ENDHLSL
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}
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// 1 - Fullscreen triangle copy + NaN killer
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Pass
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{
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HLSLPROGRAM
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#pragma vertex VertDefault
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#pragma fragment FragKillNaN
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ENDHLSL
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}
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}
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}
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