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

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Plaintext

Shader "Hidden/Universal/CoreBlit"
{
HLSLINCLUDE
#pragma target 2.0
#pragma editor_sync_compilation
// 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"
// DebuggingFullscreen.hlsl for URP debug draw
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
// Color.hlsl for color space conversion
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
// Specialized blit with URP debug draw support and color space conversion support
// Keep in sync with BlitHDROverlay.shader
half4 FragmentURPBlit(Varyings input, SamplerState blitsampler)
{
half4 color = FragBlit(input, blitsampler);
#ifdef _LINEAR_TO_SRGB_CONVERSION
color = LinearToSRGB(color);
#endif
#if defined(DEBUG_DISPLAY)
half4 debugColor = 0;
float2 uv = input.texcoord;
if (CanDebugOverrideOutputColor(color, uv, debugColor))
{
return debugColor;
}
#endif
return color;
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "UniversalPipeline" }
// Note: Keep shader pass names in sync with the ShaderPassNames enum in Blitter.cs
// 0: Nearest
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "Nearest"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragNearest
ENDHLSL
}
// 1: Bilinear
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "Bilinear"
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragBilinear
ENDHLSL
}
// 2: Nearest quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestQuad"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragNearest
ENDHLSL
}
// 3: Bilinear quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuad"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinear
ENDHLSL
}
// 4: Nearest quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestQuadPadding"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearest
ENDHLSL
}
// 5: Bilinear quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadPadding"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinear
ENDHLSL
}
// 6: Nearest quad with padding and repeat
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestQuadPaddingRepeat"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearestRepeat
ENDHLSL
}
// 7: Bilinear quad with padding and repeat
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadPaddingRepeat"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinearRepeat
ENDHLSL
}
// 8: Bilinear quad with padding (for OctahedralTexture)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadPaddingOctahedral"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralBilinearRepeat
ENDHLSL
}
/// Version 4, 5, 6, 7 with Alpha Blending 0.5
// 9: Nearest quad with padding alpha blend (4 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "NearestQuadPaddingAlphaBlend"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearest
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 10: Bilinear quad with padding alpha blend (5 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "BilinearQuadPaddingAlphaBlend"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinear
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 11: Nearest quad with padding alpha blend repeat (6 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "NearestQuadPaddingAlphaBlendRepeat"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearestRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 12: Bilinear quad with padding alpha blend repeat (7 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "BilinearQuadPaddingAlphaBlendRepeat"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinearRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 13: Bilinear quad with padding alpha blend (for OctahedralTexture) (8 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "BilinearQuadPaddingAlphaBlendOctahedral"
HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralBilinearRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}
// 14. Project Cube to Octahedral 2d quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedral"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProject
ENDHLSL
}
// 15. Project Cube to Octahedral 2d quad with luminance (grayscale), RGBA to YYYY
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedralLuminance"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProjectLuminance
ENDHLSL
}
// 16. Project Cube to Octahedral 2d quad with with A to RGBA (AAAA)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedralAlpha"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProjectAlphaToRGBA
ENDHLSL
}
// 17. Project Cube to Octahedral 2d quad with with R to RGBA (RRRR)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedralRed"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProjectRedToRGBA
ENDHLSL
}
// 18. Bilinear quad with luminance (grayscale), RGBA to YYYY
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadLuminance"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinearLuminance
ENDHLSL
}
// 19. Bilinear quad with A to RGBA (AAAA)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadAlpha"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinearAlphaToRGBA
ENDHLSL
}
// 20. Bilinear quad with R to RGBA (RRRR)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadRed"
HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinearRedToRGBA
ENDHLSL
}
// 21. Nearest project cube to octahedral 2d quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestCubeToOctahedralPadding"
HLSLPROGRAM
#pragma multi_compile_local _ BLIT_DECODE_HDR
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralProjectNearestRepeat
ENDHLSL
}
// 22. Bilinear project cube to octahedral 2d quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearCubeToOctahedralPadding"
HLSLPROGRAM
#pragma multi_compile_local _ BLIT_DECODE_HDR
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralProjectBilinearRepeat
ENDHLSL
}
// 23: Bilinear blit with debug draw and color space conversion support
Pass
{
Name "BilinearDebugDraw"
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragmentURPBlitBilinearSampler
#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_fragment _ DEBUG_DISPLAY
half4 FragmentURPBlitBilinearSampler(Varyings input) : SV_Target
{
return FragmentURPBlit(input, sampler_LinearClamp);
}
ENDHLSL
}
// 24: Nearest blit with debug draw and color space conversion support
Pass
{
Name "NearestDebugDraw"
ZWrite Off ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragmentURPBlitPointSampler
#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_fragment _ DEBUG_DISPLAY
half4 FragmentURPBlitPointSampler(Varyings input) : SV_Target
{
return FragmentURPBlit(input, sampler_PointClamp);
}
ENDHLSL
}
}
Fallback Off
}