#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; }