UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Utils/Blit.shader
2024-10-27 10:53:47 +03:00

55 lines
1.7 KiB
Plaintext

Shader "Hidden/Universal Render Pipeline/Blit"
{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
Pass
{
Name "Blit"
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Fragment
#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_fragment _ DEBUG_DISPLAY
// Core.hlsl for XR dependencies
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
SAMPLER(sampler_BlitTexture);
half4 Fragment(Varyings input) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord;
half4 col = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv);
#ifdef _LINEAR_TO_SRGB_CONVERSION
col = LinearToSRGB(col);
#endif
#if defined(DEBUG_DISPLAY)
half4 debugColor = 0;
if(CanDebugOverrideOutputColor(col, uv, debugColor))
{
return debugColor;
}
#endif
return col;
}
ENDHLSL
}
}
}