Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/Utilities/Blit.hlsl

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2024-05-06 14:45:45 -04:00
#ifndef UNITY_CORE_BLIT_INCLUDED
#define UNITY_CORE_BLIT_INCLUDED
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
TEXTURE2D_X(_BlitTexture);
TEXTURECUBE(_BlitCubeTexture);
SamplerState sampler_PointClamp;
SamplerState sampler_LinearClamp;
SamplerState sampler_PointRepeat;
SamplerState sampler_LinearRepeat;
uniform float4 _BlitScaleBias;
uniform float4 _BlitScaleBiasRt;
uniform float _BlitMipLevel;
uniform float2 _BlitTextureSize;
uniform uint _BlitPaddingSize;
uniform int _BlitTexArraySlice;
#if SHADER_API_GLES
struct Attributes
{
float4 positionOS : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
#else
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
#endif
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if SHADER_API_GLES
float4 pos = input.positionOS;
float2 uv = input.uv;
#else
float4 pos = GetFullScreenTriangleVertexPosition(input.vertexID);
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
#endif
output.positionCS = pos;
output.texcoord = uv * _BlitScaleBias.xy + _BlitScaleBias.zw;
return output;
}
Varyings VertQuad(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if SHADER_API_GLES
float4 pos = input.positionOS;
float2 uv = input.uv;
#else
float4 pos = GetQuadVertexPosition(input.vertexID);
float2 uv = GetQuadTexCoord(input.vertexID);
#endif
output.positionCS = pos * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
output.texcoord = uv * _BlitScaleBias.xy + _BlitScaleBias.zw;
return output;
}
Varyings VertQuadPadding(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float2 scalePadding = ((_BlitTextureSize + float(_BlitPaddingSize)) / _BlitTextureSize);
float2 offsetPaddding = (float(_BlitPaddingSize) / 2.0) / (_BlitTextureSize + _BlitPaddingSize);
#if SHADER_API_GLES
float4 pos = input.positionOS;
float2 uv = input.uv;
#else
float4 pos = GetQuadVertexPosition(input.vertexID);
float2 uv = GetQuadTexCoord(input.vertexID);
#endif
output.positionCS = pos * float4(_BlitScaleBiasRt.x, _BlitScaleBiasRt.y, 1, 1) + float4(_BlitScaleBiasRt.z, _BlitScaleBiasRt.w, 0, 0);
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
output.texcoord = uv;
output.texcoord = (output.texcoord - offsetPaddding) * scalePadding;
output.texcoord = output.texcoord * _BlitScaleBias.xy + _BlitScaleBias.zw;
return output;
}
float4 Frag(Varyings input, SamplerState s)
{
#if defined(USE_TEXTURE2D_X_AS_ARRAY) && defined(BLIT_SINGLE_SLICE)
return SAMPLE_TEXTURE2D_ARRAY_LOD(_BlitTexture, s, input.texcoord.xy, _BlitTexArraySlice, _BlitMipLevel);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, s, input.texcoord.xy, _BlitMipLevel);
}
float4 FragNearest(Varyings input) : SV_Target
{
return Frag(input, sampler_PointClamp);
}
float4 FragBilinear(Varyings input) : SV_Target
{
return Frag(input, sampler_LinearClamp);
}
float4 FragBilinearRepeat(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel);
}
float4 FragNearestRepeat(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_PointRepeat, uv, _BlitMipLevel);
}
float4 FragOctahedralBilinearRepeat(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float u = input.texcoord.x;
float v = input.texcoord.y;
float2 uv;
if (u < 0.0f)
{
if (v < 0.0f)
uv = float2(1.0f + u, 1.0f + v);
else if (v < 1.0f)
uv = float2(-u, 1.0f - v);
else
uv = float2(1.0f + u, v - 1.0f);
}
else if (u < 1.0f)
{
if (v < 0.0f)
uv = float2(1.0f - u, -v);
else if (v < 1.0f)
uv = float2(u, v);
else
uv = float2(1.0f - u, 2.0f - v);
}
else
{
if (v < 0.0f)
uv = float2(u - 1.0f, 1.0f + v);
else if (v < 1.0f)
uv = float2(2.0f - u, 1.0f - v);
else
uv = float2(u - 1.0f, v - 1.0f);
}
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel);
}
float4 FragOctahedralProject(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 UV = saturate(input.texcoord);
float3 dir = UnpackNormalOctQuadEncode(2.0f*UV - 1.0f);
return float4(SAMPLE_TEXTURECUBE_LOD(_BlitCubeTexture, sampler_LinearRepeat, dir, _BlitMipLevel).rgb, 1);
}
// 8-bit single channel sampling/format conversions
float4 FragOctahedralProjectLuminance(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 UV = saturate(input.texcoord);
float3 dir = UnpackNormalOctQuadEncode(2.0f*UV - 1.0f);
// sRGB/Rec.709
return Luminance(SAMPLE_TEXTURECUBE_LOD(_BlitCubeTexture, sampler_LinearRepeat, dir, _BlitMipLevel)).xxxx;
}
float4 FragOctahedralProjectRedToRGBA(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 UV = saturate(input.texcoord);
float3 dir = UnpackNormalOctQuadEncode(2.0f*UV - 1.0f);
return SAMPLE_TEXTURECUBE_LOD(_BlitCubeTexture, sampler_LinearRepeat, dir, _BlitMipLevel).rrrr;
}
float4 FragOctahedralProjectAlphaToRGBA(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 UV = saturate(input.texcoord);
float3 dir = UnpackNormalOctQuadEncode(2.0f*UV - 1.0f);
return SAMPLE_TEXTURECUBE_LOD(_BlitCubeTexture, sampler_LinearRepeat, dir, _BlitMipLevel).aaaa;
}
float4 FragBilinearLuminance(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
// sRGB/Rec.709
return Luminance(SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel)).xxxx;
}
float4 FragBilinearRedToRGBA(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel).rrrr;
}
float4 FragBilinearAlphaToRGBA(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord.xy;
return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel).aaaa;
}
#endif //UNITY_CORE_BLIT_INCLUDED