b486678290
Library -Artifacts
106 lines
2.4 KiB
Plaintext
106 lines
2.4 KiB
Plaintext
Shader "Hidden/PostProcessing/CopyStd"
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{
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//
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// We need this shader for the very first RT blit using the internal CommandBuffer.Blit() method
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// so it can handle AAResolve properly. We also need it to be separate because of VR and the
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// need for a Properties block. If we were to add this block to the other Copy shader it would
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// not allow us to manually bind _MainTex, thus breaking a few other things in the process...
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//
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Properties
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{
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_MainTex ("", 2D) = "white" {}
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}
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CGINCLUDE
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struct Attributes
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{
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float4 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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Varyings Vert(Attributes v)
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{
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Varyings o;
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o.vertex = float4(v.vertex.xy * 2.0 - 1.0, 0.0, 1.0);
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o.texcoord = v.texcoord;
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#if UNITY_UV_STARTS_AT_TOP
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o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
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#endif
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o.texcoord = o.texcoord * _MainTex_ST.xy + _MainTex_ST.zw; // We need this for VR
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return o;
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}
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float4 Frag(Varyings i) : SV_Target
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{
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float4 color = tex2D(_MainTex, i.texcoord);
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return color;
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}
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//>>> We don't want to include StdLib.hlsl in this file so let's copy/paste what we need
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bool IsNan(float x)
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{
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return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true;
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}
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bool AnyIsNan(float4 x)
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{
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return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w);
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}
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//<<<
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float4 FragKillNaN(Varyings i) : SV_Target
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{
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float4 color = tex2D(_MainTex, i.texcoord);
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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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ENDCG
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SubShader
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{
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Cull Off ZWrite Off ZTest Always
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// 0 - Copy
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Pass
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{
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CGPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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ENDCG
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}
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// 1 - Copy + NaN killer
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Pass
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{
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CGPROGRAM
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#pragma vertex Vert
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#pragma fragment FragKillNaN
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ENDCG
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}
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}
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}
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