UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl

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2024-10-27 10:53:47 +03:00
#ifndef UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED
#define UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl"
TEXTURE2D_X(_CameraOpaqueTexture);
SAMPLER(sampler_CameraOpaqueTexture); //NOTE: Configured at runtime by copy color, can be point or bilinear.
float4 _CameraOpaqueTexture_TexelSize;
float3 SampleSceneColor(float2 uv)
{
uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraOpaqueTexture_TexelSize.xy);
return SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv).rgb;
}
float3 LoadSceneColor(uint2 uv)
{
return LOAD_TEXTURE2D_X(_CameraOpaqueTexture, uv).rgb;
}
#endif