Firstborn/Library/PackageCache/com.unity.render-pipelines..../Shaders/Utils/Fullscreen.hlsl
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

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1.4 KiB
HLSL

#ifndef UNIVERSAL_FULLSCREEN_INCLUDED
#define UNIVERSAL_FULLSCREEN_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if _USE_DRAW_PROCEDURAL
void GetProceduralQuad(in uint vertexID, out float4 positionCS, out float2 uv)
{
positionCS = GetQuadVertexPosition(vertexID);
positionCS.xy = positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f);
uv = GetQuadTexCoord(vertexID) * _ScaleBias.xy + _ScaleBias.zw;
}
#endif
struct Attributes
{
#if _USE_DRAW_PROCEDURAL
uint vertexID : SV_VertexID;
#else
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings FullscreenVert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if _USE_DRAW_PROCEDURAL
output.positionCS = GetQuadVertexPosition(input.vertexID);
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
output.uv = GetQuadTexCoord(input.vertexID) * _ScaleBias.xy + _ScaleBias.zw;
#else
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
output.uv = input.uv;
#endif
return output;
}
Varyings Vert(Attributes input)
{
return FullscreenVert(input);
}
#endif