Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /PostProcessing /EdgeAdaptiveSpatialUpsampling.shader
| Shader "Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling" | |
| { | |
| HLSLINCLUDE | |
| float4 _SourceSize; | |
| #define FSR_INPUT_TEXTURE _BlitTexture | |
| #define FSR_INPUT_SAMPLER sampler_LinearClamp | |
| half4 FragEASU(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| uint2 integerUv = uv * _ScreenParams.xy; | |
| half3 color = ApplyEASU(integerUv); | |
| // Convert to linearly encoded color before we pass our output over to RCAS | |
| #if UNITY_COLORSPACE_GAMMA | |
| color = GetSRGBToLinear(color); | |
| #else | |
| color = Gamma20ToLinear(color); | |
| #endif | |
| #if _ENABLE_ALPHA_OUTPUT | |
| half alpha = SAMPLE_TEXTURE2D_X_LOD(FSR_INPUT_TEXTURE, FSR_INPUT_SAMPLER, uv, 0.0).a; | |
| #else | |
| half alpha = 1.0; | |
| #endif | |
| return half4(color, alpha); | |
| } | |
| ENDHLSL | |
| /// Shader that performs the EASU (upscaling) component of the two part FidelityFX Super Resolution technique | |
| /// The second part of the technique (RCAS) is handled in the FinalPost shader | |
| /// Note: This shader requires shader target 4.5 because it relies on texture gather instructions | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| ZTest Always ZWrite Off Cull Off | |
| Pass | |
| { | |
| Name "EASU" | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragEASU | |
| #pragma target 4.5 | |
| #pragma multi_compile_local_fragment _ _ENABLE_ALPHA_OUTPUT | |
| ENDHLSL | |
| } | |
| } | |
| Fallback Off | |
| } | |