UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/PostProcessing/ScalingSetup.shader

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2024-10-27 10:53:47 +03:00
Shader "Hidden/Universal Render Pipeline/Scaling Setup"
{
HLSLINCLUDE
#pragma multi_compile_local_fragment _ _FXAA
#pragma multi_compile_local_fragment _ _GAMMA_20 _GAMMA_20_AND_HDR_INPUT
#pragma multi_compile_local_fragment _ _ENABLE_ALPHA_OUTPUT
#if defined(_GAMMA_20_AND_HDR_INPUT)
#define _GAMMA_20 1
#define HDR_INPUT 1
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
float4 _SourceSize;
float4 _HDROutputLuminanceParams;
#define PaperWhite _HDROutputLuminanceParams.z
#define OneOverPaperWhite _HDROutputLuminanceParams.w
half4 FragScalingSetup(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
float2 positionNDC = uv;
int2 positionSS = uv * _SourceSize.xy;
half4 color = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv);
#if _FXAA
#if _ENABLE_ALPHA_OUTPUT
// When alpha processing is enabled, FXAA should not affect pixels with zero alpha
UNITY_BRANCH
if(color.a > 0)
color.rgb = ApplyFXAA(color.rgb, positionNDC, positionSS, _SourceSize, _BlitTexture, PaperWhite, OneOverPaperWhite);
#else
color.rgb = ApplyFXAA(color.rgb, positionNDC, positionSS, _SourceSize, _BlitTexture, PaperWhite, OneOverPaperWhite);
#endif
#endif
#if _GAMMA_20 && !UNITY_COLORSPACE_GAMMA
#ifdef HDR_INPUT
// In HDR output mode, the colors are expressed in nits, which can go up to 10k nits.
// We divide by the display max nits to get a max value closer to 1.0 but it could still be > 1.0.
// Finally, use FastTonemap() to squash everything < 1.0.
color = FastTonemap(color * OneOverPaperWhite);
#endif
// EASU expects perceptually encoded color data so either encode to gamma 2.0 here if the input
// data is linear, or let it pass through unchanged if it's already gamma encoded.
color = LinearToGamma20(color);
#endif
#if _ENABLE_ALPHA_OUTPUT
// Alpha will lose precision and band due to low bits in alpha.
// Should be fine for alpha test mask.
// Or a simple 2-bit dither can be done.
// uint2 b = positionSS & 1;
// uint dp = b.y ? (b.x ? 1 : 3) : (b.x ? 2 : 0);
// half d = ((dp / 3.0) - 0.5) * 0.25;
// color.a += d;
return color;
#else
return half4(color.rgb, 1.0);
#endif
}
ENDHLSL
///
/// Scaling Setup Shader
///
/// This shader is used to perform any operations that need to place before image scaling occurs.
/// It is not expected to be executed unless image scaling is active.
///
/// Supported Operations:
///
/// FXAA
/// The FXAA shader does not support mismatched input and output dimensions so it must be run before any image
/// scaling takes place.
///
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "ScalingSetup"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragScalingSetup
ENDHLSL
}
}
}