61 lines
2.0 KiB
Plaintext
61 lines
2.0 KiB
Plaintext
|
Shader "Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling"
|
||
|
{
|
||
|
HLSLINCLUDE
|
||
|
#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
|
||
|
|
||
|
TEXTURE2D_X(_SourceTex);
|
||
|
float4 _SourceSize;
|
||
|
|
||
|
#define FSR_INPUT_TEXTURE _SourceTex
|
||
|
#define FSR_INPUT_SAMPLER sampler_LinearClamp
|
||
|
|
||
|
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/FSRCommon.hlsl"
|
||
|
|
||
|
half4 FragEASU(Varyings input) : SV_Target
|
||
|
{
|
||
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
|
||
|
float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
|
||
|
uint2 integerUv = uv * _ScreenParams.xy;
|
||
|
|
||
|
half3 color = ApplyEASU(integerUv);
|
||
|
|
||
|
// Convert to linearly encoded color before we pass our output over to RCAS
|
||
|
#if UNITY_COLORSPACE_GAMMA
|
||
|
color = GetSRGBToLinear(color);
|
||
|
#else
|
||
|
color = Gamma20ToLinear(color);
|
||
|
#endif
|
||
|
|
||
|
return half4(color, 1.0);
|
||
|
}
|
||
|
|
||
|
ENDHLSL
|
||
|
|
||
|
/// Shader that performs the EASU (upscaling) component of the two part FidelityFX Super Resolution technique
|
||
|
/// The second part of the technique (RCAS) is handled in the FinalPost shader
|
||
|
/// Note: This shader requires shader target 4.5 because it relies on texture gather instructions
|
||
|
SubShader
|
||
|
{
|
||
|
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
|
||
|
LOD 100
|
||
|
ZTest Always ZWrite Off Cull Off
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
Name "EASU"
|
||
|
|
||
|
HLSLPROGRAM
|
||
|
#pragma vertex FullscreenVert
|
||
|
#pragma fragment FragEASU
|
||
|
#pragma target 4.5
|
||
|
ENDHLSL
|
||
|
}
|
||
|
}
|
||
|
}
|