Net.Like.Xue.Tokyo/Assets/Plugins/Le Tai's Asset/TranslucentImage/Resources/UniversalRP/lib.hlsl

41 lines
1.1 KiB
HLSL

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "../common.hlsl"
#define USE_PROCEDURAL_QUAD (SHADER_TARGET >= 30 && !SHADER_API_GLES)
struct minimalVertexInput
{
#if USE_PROCEDURAL_QUAD
uint vertexID : SV_VertexID;
#else
float4 position : POSITION;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct minimalVertexOutput
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
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;
}
float2 VertexToUV(float2 vertex)
{
float2 texcoord = (vertex + 1.0) * 0.5; // triangle vert to uv
#if UNITY_UV_STARTS_AT_TOP
texcoord = texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
return texcoord;
}
SAMPLER(sampler_LinearClamp);
#define SAMPLE_SCREEN_TEX(tex, uv) SAMPLE_TEXTURE2D_X(tex, sampler_LinearClamp, UnityStereoTransformScreenSpaceTex(uv))