Shader "Hidden/Enviro/Upsample" { SubShader { Pass { ZTest Always Cull Off ZWrite Off Fog{ Mode Off } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile __ ENVIROURP #include "UnityCG.cginc" UNITY_DECLARE_SCREENSPACE_TEXTURE(_LowResTexture); UNITY_DECLARE_SCREENSPACE_TEXTURE(_CameraDepthLowRes); UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); float2 _LowResPixelSize; float2 _LowResTextureSize; float _DepthMult; float _Threshold; float4 _MainTex_TexelSize; struct appdata { float4 vertex : POSITION; float4 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv00 : TEXCOORD1; float2 uv10 : TEXCOORD2; float2 uv01 : TEXCOORD3; float2 uv11 : TEXCOORD4; UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_OUTPUT(v2f, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #if defined(ENVIROURP) o.pos = float4(v.vertex.xyz,1.0); #if UNITY_UV_STARTS_AT_TOP o.pos.y *= -1; #endif #else o.pos = UnityObjectToClipPos(v.vertex); #endif o.uv = UnityStereoTransformScreenSpaceTex(v.uv); o.uv00 = v.uv - 0.5 * _LowResPixelSize; o.uv10 = o.uv00 + float2(_LowResPixelSize.x, 0.0); o.uv01 = o.uv00 + float2(0.0, _LowResPixelSize.y); o.uv11 = o.uv00 + _LowResPixelSize; return o; } fixed4 ClosestDepthFast(v2f i) { float z00 = DecodeFloatRGBA(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthLowRes, i.uv00)); float z10 = DecodeFloatRGBA(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthLowRes, i.uv10)); float z01 = DecodeFloatRGBA(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthLowRes, i.uv01)); float z11 = DecodeFloatRGBA(UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CameraDepthLowRes, i.uv11)); float zfull = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv)); float dist00 = abs(z00 - zfull); float dist10 = abs(z10 - zfull); float dist01 = abs(z01 - zfull); float dist11 = abs(z11 - zfull); float3 uvd00 = float3(i.uv00, dist00); float3 uvd10 = float3(i.uv10, dist10); float3 uvd01 = float3(i.uv01, dist01); float3 uvd11 = float3(i.uv11, dist11); float3 finalUV = lerp(uvd10, uvd00, saturate(99999 * (uvd10.z - uvd00.z))); finalUV = lerp(uvd01, finalUV, saturate(99999 * (uvd01.z - finalUV.z))); finalUV = lerp(uvd11, finalUV, saturate(99999 * (uvd11.z - finalUV.z))); float maxDist = max(max(max(dist00, dist10), dist01), dist11) - _Threshold; fixed r = saturate(maxDist * 99999); float2 uv = lerp(i.uv, finalUV.xy, r); return UNITY_SAMPLE_SCREENSPACE_TEXTURE(_LowResTexture, uv); } fixed4 frag(v2f i) : SV_Target { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); return ClosestDepthFast(i); } ENDCG } } Fallback Off }