Firstborn/Library/PackageCache/com.unity.postprocessing@3.2.2/PostProcessing/Shaders/Builtins/CopyStd.shader

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2023-03-28 13:24:16 -04:00
Shader "Hidden/PostProcessing/CopyStd"
{
//
// We need this shader for the very first RT blit using the internal CommandBuffer.Blit() method
// so it can handle AAResolve properly. We also need it to be separate because of VR and the
// need for a Properties block. If we were to add this block to the other Copy shader it would
// not allow us to manually bind _MainTex, thus breaking a few other things in the process...
//
Properties
{
_MainTex ("", 2D) = "white" {}
}
CGINCLUDE
struct Attributes
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct Varyings
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
Varyings Vert(Attributes v)
{
Varyings o;
o.vertex = float4(v.vertex.xy * 2.0 - 1.0, 0.0, 1.0);
o.texcoord = v.texcoord;
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoord = o.texcoord * _MainTex_ST.xy + _MainTex_ST.zw; // We need this for VR
return o;
}
float4 Frag(Varyings i) : SV_Target
{
float4 color = tex2D(_MainTex, i.texcoord);
return color;
}
//>>> We don't want to include StdLib.hlsl in this file so let's copy/paste what we need
bool IsNan(float x)
{
return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true;
}
bool AnyIsNan(float4 x)
{
return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w);
}
//<<<
float4 FragKillNaN(Varyings i) : SV_Target
{
float4 color = tex2D(_MainTex, i.texcoord);
if (AnyIsNan(color))
{
color = (0.0).xxxx;
}
return color;
}
ENDCG
SubShader
{
Cull Off ZWrite Off ZTest Always
// 0 - Copy
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
ENDCG
}
// 1 - Copy + NaN killer
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment FragKillNaN
ENDCG
}
}
}