Singularity/Library/PackageCache/com.unity.render-pipelines..../Shaders/XR/XRMirrorView.hlsl

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2024-05-06 14:45:45 -04:00
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#if SRC_TEXTURE2D_X_ARRAY
TEXTURE2D_ARRAY(_SourceTex);
#else
TEXTURE2D(_SourceTex);
#endif
SamplerState sampler_LinearClamp;
uniform uint _SourceTexArraySlice;
uniform uint _SRGBRead;
uniform uint _SRGBWrite;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
Varyings VertQuad(Attributes input)
{
Varyings output;
output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_ScaleBiasRt.x, _ScaleBiasRt.y, 1, 1) + float4(_ScaleBiasRt.z, _ScaleBiasRt.w, 0, 0);
output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
//Using temporary as writing to global _ScaleBias.w is prohibited when compiling with DXC
float scaleBiasW = _ScaleBias.w;
#if UNITY_UV_STARTS_AT_TOP
// Unity viewport convention is bottom left as origin. Adjust Scalebias to read the correct region.
scaleBiasW = 1 - _ScaleBias.w - _ScaleBias.y;
#endif
output.texcoord = GetQuadTexCoord(input.vertexID) * _ScaleBias.xy + float2(_ScaleBias.z, scaleBiasW);
return output;
}
float4 FragBilinear(Varyings input) : SV_Target
{
float4 outColor;
#if SRC_TEXTURE2D_X_ARRAY
outColor = SAMPLE_TEXTURE2D_ARRAY(_SourceTex, sampler_LinearClamp, input.texcoord.xy, _SourceTexArraySlice);
#else
outColor = SAMPLE_TEXTURE2D(_SourceTex, sampler_LinearClamp, input.texcoord.xy);
#endif
if (_SRGBRead && _SRGBWrite)
return outColor;
if (_SRGBRead)
outColor = SRGBToLinear(outColor);
if (_SRGBWrite)
outColor = LinearToSRGB(outColor);
return outColor;
}