61 lines
2.0 KiB
Plaintext
61 lines
2.0 KiB
Plaintext
Shader "Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling"
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{
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HLSLINCLUDE
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#pragma multi_compile_vertex _ _USE_DRAW_PROCEDURAL
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.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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#define FSR_INPUT_TEXTURE _SourceTex
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#define FSR_INPUT_SAMPLER sampler_LinearClamp
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/FSRCommon.hlsl"
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half4 FragEASU(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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uint2 integerUv = uv * _ScreenParams.xy;
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half3 color = ApplyEASU(integerUv);
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// Convert to linearly encoded color before we pass our output over to RCAS
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#if UNITY_COLORSPACE_GAMMA
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color = GetSRGBToLinear(color);
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#else
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color = Gamma20ToLinear(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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/// Shader that performs the EASU (upscaling) component of the two part FidelityFX Super Resolution technique
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/// The second part of the technique (RCAS) is handled in the FinalPost shader
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/// Note: This shader requires shader target 4.5 because it relies on texture gather instructions
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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 "EASU"
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HLSLPROGRAM
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#pragma vertex FullscreenVert
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#pragma fragment FragEASU
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#pragma target 4.5
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ENDHLSL
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}
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}
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}
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