UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/FramebufferFetch/FrameBufferFetch.shader

75 lines
3.1 KiB
Plaintext
Raw Normal View History

2024-10-27 10:53:47 +03:00
Shader "FrameBufferFetch"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
ZWrite Off Cull Off
Pass
{
Name "FrameBufferFetch"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#pragma vertex Vert
#pragma fragment Frag
// Declares the framebuffer input as a texture 2d containing half.
FRAMEBUFFER_INPUT_HALF(0);
// Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script.
float4 Frag(Varyings input) : SV_Target0
{
// this is needed so we account XR platform differences in how they handle texture arrays
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// read the current pixel from the framebuffer
float2 uv = input.texcoord.xy;
// read previous subpasses directly from the framebuffer.
half4 color = LOAD_FRAMEBUFFER_INPUT(0, input.positionCS.xy);
// Modify the sampled color
return half4(0,0,1,1) * color;
}
ENDHLSL
}
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
ZWrite Off Cull Off
Pass
{
Name "FrameBufferFetchMS"
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma require msaatex
// Declares the framebuffer input as a texture 2d containing half.
FRAMEBUFFER_INPUT_HALF_MS(0);
// Out frag function takes as input a struct that contains the screen space coordinate we are going to use to sample our texture. It also writes to SV_Target0, this has to match the index set in the UseTextureFragment(sourceTexture, 0, …) we defined in our render pass script.
float4 Frag(Varyings input, uint sampleID : SV_SampleIndex) : SV_Target0
{
// this is needed so we account XR platform differences in how they handle texture arrays
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// read the current pixel from the framebuffer
float2 uv = input.texcoord.xy;
// read previous subpasses directly from the framebuffer.
half4 color = LOAD_FRAMEBUFFER_INPUT_MS(0, sampleID, input.positionCS.xy);
// Modify the sampled color
return half4(0,0,1,1) * color;
}
ENDHLSL
}
}
}