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65 lines
1.1 KiB
Plaintext
65 lines
1.1 KiB
Plaintext
Shader "Hidden/Enviro/DepthDownsample"
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{
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CGINCLUDE
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#pragma multi_compile __ ENVIROURP
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#include "UnityCG.cginc"
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struct v2f
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture);
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float2 _PixelSize;
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float4 _MainTex_TexelSize;
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v2f vert(appdata_img v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_OUTPUT(v2f, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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#if defined(ENVIROURP)
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o.pos = float4(v.vertex.xyz,1.0);
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#if UNITY_UV_STARTS_AT_TOP
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o.pos.y *= -1;
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#endif
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#else
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o.pos = UnityObjectToClipPos(v.vertex);
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#endif
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o.uv = v.texcoord.xy;
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return o;
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}
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half4 frag(v2f i) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float d = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv));
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if (d>0.99999)
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return half4(1,1,1,1);
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else
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return EncodeFloatRGBA(d);
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}
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ENDCG
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Subshader
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{
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Pass
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{
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ZTest Always Cull Off ZWrite Off
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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ENDCG
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}
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}
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Fallback off
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} |