69 lines
2.2 KiB
Plaintext
69 lines
2.2 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/Scaling Setup"
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{
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HLSLINCLUDE
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#pragma multi_compile_local_fragment _ _FXAA
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#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL
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#pragma multi_compile_local_fragment _ _GAMMA_20
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
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TEXTURE2D_X(_SourceTex);
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float4 _SourceSize;
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half4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = UnityStereoTransformScreenSpaceTex(input.uv);
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float2 positionNDC = uv;
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int2 positionSS = uv * _SourceSize.xy;
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half3 color = SAMPLE_TEXTURE2D_X(_SourceTex, sampler_PointClamp, uv).xyz;
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#if _FXAA
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color = ApplyFXAA(color, positionNDC, positionSS, _SourceSize, _SourceTex);
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#endif
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#if _GAMMA_20 && !UNITY_COLORSPACE_GAMMA
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// EASU expects perceptually encoded color data so either encode to gamma 2.0 here if the input
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// data is linear, or let it pass through unchanged if it's already gamma encoded.
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color = LinearToGamma20(color);
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#endif
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return half4(color, 1.0);
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}
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ENDHLSL
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///
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/// Scaling Setup Shader
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///
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/// This shader is used to perform any operations that need to place before image scaling occurs.
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/// It is not expected to be executed unless image scaling is active.
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///
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/// Supported Operations:
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///
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/// FXAA
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/// The FXAA shader does not support mismatched input and output dimensions so it must be run before any image
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/// scaling takes place.
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///
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
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LOD 100
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ZTest Always ZWrite Off Cull Off
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Pass
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{
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Name "ScalingSetup"
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HLSLPROGRAM
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#pragma vertex FullscreenVert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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}
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