57 lines
1.4 KiB
HLSL
57 lines
1.4 KiB
HLSL
#ifndef UNIVERSAL_FULLSCREEN_INCLUDED
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#define UNIVERSAL_FULLSCREEN_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#if _USE_DRAW_PROCEDURAL
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void GetProceduralQuad(in uint vertexID, out float4 positionCS, out float2 uv)
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{
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positionCS = GetQuadVertexPosition(vertexID);
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positionCS.xy = positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f);
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uv = GetQuadTexCoord(vertexID) * _ScaleBias.xy + _ScaleBias.zw;
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}
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#endif
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struct Attributes
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{
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#if _USE_DRAW_PROCEDURAL
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uint vertexID : SV_VertexID;
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#else
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings FullscreenVert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if _USE_DRAW_PROCEDURAL
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output.positionCS = GetQuadVertexPosition(input.vertexID);
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output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1
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output.uv = GetQuadTexCoord(input.vertexID) * _ScaleBias.xy + _ScaleBias.zw;
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#else
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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output.uv = input.uv;
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#endif
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return output;
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}
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Varyings Vert(Attributes input)
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{
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return FullscreenVert(input);
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}
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#endif
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