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62 lines
1.8 KiB
62 lines
1.8 KiB
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" |
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#if SRC_TEXTURE2D_X_ARRAY |
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TEXTURE2D_ARRAY(_SourceTex); |
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#else |
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TEXTURE2D(_SourceTex); |
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#endif |
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SamplerState sampler_LinearClamp; |
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uniform uint _SourceTexArraySlice; |
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uniform uint _SRGBRead; |
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uniform uint _SRGBWrite; |
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struct Attributes |
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{ |
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uint vertexID : SV_VertexID; |
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}; |
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struct Varyings |
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{ |
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float4 positionCS : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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Varyings VertQuad(Attributes input) |
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{ |
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Varyings output; |
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output.positionCS = GetQuadVertexPosition(input.vertexID) * float4(_ScaleBiasRt.x, _ScaleBiasRt.y, 1, 1) + float4(_ScaleBiasRt.z, _ScaleBiasRt.w, 0, 0); |
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output.positionCS.xy = output.positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); //convert to -1..1 |
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//Using temporary as writing to global _ScaleBias.w is prohibited when compiling with DXC |
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float scaleBiasW = _ScaleBias.w; |
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#if UNITY_UV_STARTS_AT_TOP |
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// Unity viewport convention is bottom left as origin. Adjust Scalebias to read the correct region. |
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scaleBiasW = 1 - _ScaleBias.w - _ScaleBias.y; |
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#endif |
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output.texcoord = GetQuadTexCoord(input.vertexID) * _ScaleBias.xy + float2(_ScaleBias.z, scaleBiasW); |
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return output; |
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} |
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float4 FragBilinear(Varyings input) : SV_Target |
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{ |
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float4 outColor; |
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#if SRC_TEXTURE2D_X_ARRAY |
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outColor = SAMPLE_TEXTURE2D_ARRAY(_SourceTex, sampler_LinearClamp, input.texcoord.xy, _SourceTexArraySlice); |
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#else |
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outColor = SAMPLE_TEXTURE2D(_SourceTex, sampler_LinearClamp, input.texcoord.xy); |
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#endif |
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if (_SRGBRead && _SRGBWrite) |
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return outColor; |
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if (_SRGBRead) |
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outColor = SRGBToLinear(outColor); |
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if (_SRGBWrite) |
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outColor = LinearToSRGB(outColor); |
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return outColor; |
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}
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