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

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2024-10-27 10:53:47 +03:00
Shader "Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling"
{
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
float4 _SourceSize;
#define FSR_INPUT_TEXTURE _BlitTexture
#define FSR_INPUT_SAMPLER sampler_LinearClamp
#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/FSRCommon.hlsl"
half4 FragEASU(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord);
uint2 integerUv = uv * _ScreenParams.xy;
half3 color = ApplyEASU(integerUv);
// Convert to linearly encoded color before we pass our output over to RCAS
#if UNITY_COLORSPACE_GAMMA
color = GetSRGBToLinear(color);
#else
color = Gamma20ToLinear(color);
#endif
#if _ENABLE_ALPHA_OUTPUT
half alpha = SAMPLE_TEXTURE2D_X_LOD(FSR_INPUT_TEXTURE, FSR_INPUT_SAMPLER, uv, 0.0).a;
#else
half alpha = 1.0;
#endif
return half4(color, alpha);
}
ENDHLSL
/// Shader that performs the EASU (upscaling) component of the two part FidelityFX Super Resolution technique
/// The second part of the technique (RCAS) is handled in the FinalPost shader
/// Note: This shader requires shader target 4.5 because it relies on texture gather instructions
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
ZTest Always ZWrite Off Cull Off
Pass
{
Name "EASU"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragEASU
#pragma target 4.5
#pragma multi_compile_local_fragment _ _ENABLE_ALPHA_OUTPUT
ENDHLSL
}
}
Fallback Off
}