Shader "Hidden/PostProcessing/FinalPass" { HLSLINCLUDE #pragma multi_compile __ FXAA FXAA_LOW #pragma multi_compile __ FXAA_KEEP_ALPHA FXAA_NO_ALPHA #pragma vertex VertUVTransform #pragma fragment Frag #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/StdLib.hlsl" #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Colors.hlsl" #include "Packages/com.unity.postprocessing/PostProcessing/Shaders/Builtins/Dithering.hlsl" // PS3 and XBOX360 aren't supported in Unity anymore, only use the PC variant #define FXAA_PC 1 #if FXAA_KEEP_ALPHA || FXAA_NO_ALPHA // Luma hasn't been encoded in alpha #define FXAA_GREEN_AS_LUMA 1 #else // Luma is encoded in alpha after the first Uber pass #define FXAA_GREEN_AS_LUMA 0 #endif #if FXAA_LOW #define FXAA_QUALITY__PRESET 12 #define FXAA_QUALITY_SUBPIX 1.0 #define FXAA_QUALITY_EDGE_THRESHOLD 0.166 #define FXAA_QUALITY_EDGE_THRESHOLD_MIN 0.0625 #else #define FXAA_QUALITY__PRESET 28 #define FXAA_QUALITY_SUBPIX 1.0 #define FXAA_QUALITY_EDGE_THRESHOLD 0.063 #define FXAA_QUALITY_EDGE_THRESHOLD_MIN 0.0312 #endif #include "FastApproximateAntialiasing.hlsl" TEXTURE2D_SAMPLER2D(_MainTex, sampler_MainTex); float4 _MainTex_TexelSize; float4 Frag(VaryingsDefault i) : SV_Target { half4 color = 0.0; // Fast Approximate Anti-aliasing #if FXAA || FXAA_LOW { #if FXAA_HLSL_4 || FXAA_HLSL_5 FxaaTex mainTex; mainTex.tex = _MainTex; mainTex.smpl = sampler_MainTex; #else FxaaTex mainTex = _MainTex; #endif color = FxaaPixelShader( i.texcoord, // pos 0.0, // fxaaConsolePosPos (unused) mainTex, // tex mainTex, // fxaaConsole360TexExpBiasNegOne (unused) mainTex, // fxaaConsole360TexExpBiasNegTwo (unused) _MainTex_TexelSize.xy, // fxaaQualityRcpFrame 0.0, // fxaaConsoleRcpFrameOpt (unused) 0.0, // fxaaConsoleRcpFrameOpt2 (unused) 0.0, // fxaaConsole360RcpFrameOpt2 (unused) FXAA_QUALITY_SUBPIX, FXAA_QUALITY_EDGE_THRESHOLD, FXAA_QUALITY_EDGE_THRESHOLD_MIN, 0.0, // fxaaConsoleEdgeSharpness (unused) 0.0, // fxaaConsoleEdgeThreshold (unused) 0.0, // fxaaConsoleEdgeThresholdMin (unused) 0.0 // fxaaConsole360ConstDir (unused) ); #if FXAA_KEEP_ALPHA { color.a = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo).a; } #endif } #else { color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.texcoordStereo); } #endif color.rgb = Dither(color.rgb, i.texcoord); return color; } ENDHLSL SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma exclude_renderers gles vulkan switch #pragma multi_compile __ STEREO_INSTANCING_ENABLED STEREO_DOUBLEWIDE_TARGET #pragma target 5.0 ENDHLSL } } SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma exclude_renderers gles vulkan switch #pragma multi_compile __ STEREO_INSTANCING_ENABLED STEREO_DOUBLEWIDE_TARGET #pragma target 3.0 ENDHLSL } } SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma only_renderers gles3 #pragma multi_compile __ STEREO_INSTANCING_ENABLED STEREO_DOUBLEWIDE_TARGET #pragma target 3.0 ENDHLSL } } SubShader { Cull Off ZWrite Off ZTest Always Pass { HLSLPROGRAM #pragma only_renderers gles vulkan switch #pragma multi_compile __ STEREO_DOUBLEWIDE_TARGET //not supporting STEREO_INSTANCING_ENABLED ENDHLSL } } }