Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/PostProcessing/StopNaN.shader

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2024-05-06 14:45:45 -04:00
Shader "Hidden/Universal Render Pipeline/Stop NaN"
{
HLSLINCLUDE
#pragma exclude_renderers gles
#pragma multi_compile _ _USE_DRAW_PROCEDURAL
#pragma exclude_renderers gles
#pragma target 3.5
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
#define NAN_COLOR half3(0.0, 0.0, 0.0)
TEXTURE2D_X(_SourceTex);
half4 Frag(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
half3 color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_PointClamp, UnityStereoTransformScreenSpaceTex(input.uv)).xyz;
if (AnyIsNaN(color) || AnyIsInf(color))
color = NAN_COLOR;
return half4(color, 1.0);
}
ENDHLSL
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "Stop NaN"
HLSLPROGRAM
#pragma vertex FullscreenVert
#pragma fragment Frag
ENDHLSL
}
}
}