213 lines
6.0 KiB
Plaintext
213 lines
6.0 KiB
Plaintext
Shader "Hidden/FullScreen/CustomCopy"
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{
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HLSLINCLUDE
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ENDHLSL
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SubShader
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{
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Pass
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{
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Name "Normal"
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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float4 _Scale;
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float4 SampleBuffer(PositionInputs posInput);
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float4 FullScreenPass(Varyings varyings) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
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float depth = LoadCameraDepth(varyings.positionCS.xy);
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PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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return SampleBuffer(posInput);
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}
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#pragma fragment FullScreenPass
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
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float4 SampleBuffer(PositionInputs posInput)
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{
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NormalData normalData;
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DecodeFromNormalBuffer(posInput.positionSS.xy*_Scale, normalData);//v1.0k
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return float4(normalData.normalWS, 1);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Roughness"
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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float4 _Scale;
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float4 SampleBuffer(PositionInputs posInput);
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float4 FullScreenPass(Varyings varyings) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
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float depth = LoadCameraDepth(varyings.positionCS.xy);
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PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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return SampleBuffer(posInput);
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}
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#pragma fragment FullScreenPass
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
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float4 SampleBuffer(PositionInputs posInput)
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{
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NormalData normalData;
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DecodeFromNormalBuffer(posInput.positionSS.xy*_Scale, normalData);//v1.0k
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return float4(normalData.perceptualRoughness, 0, 0, 1);
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}
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ENDHLSL
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}
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Pass
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{
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Name "Depth"
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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HLSLPROGRAM
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/*
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//#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/API/D3D11.hlsl"
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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struct v2f
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{
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float4 pos : SV_POSITION;
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float4 uv : TEXCOORD0;
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#if UNITY_UV_STARTS_AT_TOP
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half4 uv2 : TEXCOORD1;
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#endif
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};
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v2f vert(appdata_img v)
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{
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v2f o;
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = float4(v.texcoord.xy, 1, 1);
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//o.uv = ComputeScreenPos(o.pos);
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#if UNITY_UV_STARTS_AT_TOP
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o.uv2 = float4(v.texcoord.xy, 1, 1);
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//if (_MainTex_TexelSize.y < 0.0)
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// o.uv.y = 1.0 - o.uv.y;
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#endif
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return o;
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}
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//sampler2D _CameraDepthTexture;
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sampler2D sampler_CameraDepthTexture;
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TEXTURE2D_ARRAY(_CameraDepthTexture);
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//TEXTURE2D_SAMPLER2D(_CameraDepthTexture, sampler_CameraDepthTexture);
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// float GetDepthTexture(float2 coord)
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//{
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//#if defined(UNITY_REVERSED_Z)
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// return 1.0 - tex2Dlod(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0)).x;
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//#else
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// return tex2Dlod(_CameraDepthTexture, float4(coord.x, coord.y, 0.0, 0.0)).x;
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//#endif
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// }
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//#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
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//#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
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float4 frag(v2f input) : SV_Target
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{
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//float depth = GetDepthTexture(input.uv);
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float2 uv = input.uv.xy / input.uv.w;
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float depth = LOAD_TEXTURE2D_ARRAY(_CameraDepthTexture, uv* float2(1073,632),0 );// SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, uv);
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//float depth = UNITY_SAMPLE_TEX2DARRAY_LOD(_CameraDepthTexture, float4(uv* float2(1073, 632),0,0),0);
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//float depth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv* float2(1073, 632),0);
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float linearDepth = 1-pow(Linear01Depth(depth),0.02);
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return float4(1, 1, 1, 1)*linearDepth;
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}
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*/
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#pragma vertex Vert
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl"
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float4 _Scale;
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float4 SampleBuffer(PositionInputs posInput);
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float4 FullScreenPass(Varyings varyings) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings);
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float depth = LoadCameraDepth(varyings.positionCS.xy);
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PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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float linearDepth = Linear01Depth(depth, _ZBufferParams);
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return depth * float4(1, 1, 1, 1);
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return SampleBuffer(posInput);
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}
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#pragma fragment FullScreenPass
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
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// sampler2D _CameraDepthTexture;
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float4 SampleBuffer(PositionInputs posInput)
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{
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return float4(posInput.linearDepth, 0, 0, 1);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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