#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" struct minimalVertexInput { #if PROCEDURAL_QUAD uint vertexID : SV_VertexID; #else half4 position : POSITION; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct minimalVertexOutput { half4 position : POSITION; half2 texcoord : TEXCOORD0; UNITY_VERTEX_OUTPUT_STEREO }; #if defined(UNITY_SINGLE_PASS_STEREO) float4 UnityStereoAdjustedTexelSize(float4 texelSize) { texelSize.x = texelSize.x * 2.0; // texelSize.x = 1/w. For a double-wide texture, the true resolution is given by 2/w. texelSize.z = texelSize.z * 0.5; // texelSize.z = w. For a double-wide texture, the true size of the eye texture is given by w/2. return texelSize; } #else float4 UnityStereoAdjustedTexelSize(float4 texelSize) { return texelSize; } #endif void GetProceduralQuad(in uint vertexID, out float4 positionCS, out float2 uv) { positionCS = GetQuadVertexPosition(vertexID); positionCS.xy = positionCS.xy * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); uv = GetQuadTexCoord(vertexID); // * _ScaleBias.xy + _ScaleBias.zw; } half2 VertexToUV(half2 vertex) { half2 texcoord = (vertex + 1.0) * 0.5; // triangle vert to uv #if UNITY_UV_STARTS_AT_TOP texcoord = texcoord * half2(1.0, -1.0) + half2(0.0, 1.0); #endif return texcoord; } SAMPLER(sampler_LinearClamp); #define SAMPLE_SCREEN_TEX(tex, uv) SAMPLE_TEXTURE2D_X(tex, sampler_LinearClamp, UnityStereoTransformScreenSpaceTex(uv))