21 lines
797 B
HLSL
21 lines
797 B
HLSL
#ifndef UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED
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#define UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl"
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TEXTURE2D_X(_CameraOpaqueTexture);
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SAMPLER(sampler_CameraOpaqueTexture); //NOTE: Configured at runtime by copy color, can be point or bilinear.
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float4 _CameraOpaqueTexture_TexelSize;
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float3 SampleSceneColor(float2 uv)
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{
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uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraOpaqueTexture_TexelSize.xy);
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return SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv).rgb;
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}
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float3 LoadSceneColor(uint2 uv)
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{
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return LOAD_TEXTURE2D_X(_CameraOpaqueTexture, uv).rgb;
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}
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#endif
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