| Shader "Hidden/Universal Render Pipeline/LensFlareScreenSpace" |
| { |
| SubShader |
| { |
| Tags{ "RenderPipeline" = "UniversalPipeline" } |
| |
| Pass |
| { |
| Name "LensFlareScreenSpac Prefilter" |
| Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } |
| LOD 100 |
|
|
| ZWrite Off |
| Cull Off |
| ZTest Always |
|
|
| HLSLPROGRAM |
|
|
| |
| |
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" |
|
|
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" |
|
|
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl" |
|
|
| ENDHLSL |
| } |
|
|
| Pass |
| { |
| Name "LensFlareScreenSpace Downsample" |
| Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } |
| LOD 100 |
|
|
| ZWrite Off |
| Cull Off |
| ZTest Always |
|
|
| HLSLPROGRAM |
|
|
| |
| |
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" |
|
|
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" |
|
|
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl" |
|
|
| ENDHLSL |
| } |
|
|
| Pass |
| { |
| Name "LensFlareScreenSpace Upsample" |
| Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } |
| LOD 100 |
|
|
| ZWrite Off |
| Cull Off |
| ZTest Always |
|
|
| HLSLPROGRAM |
|
|
| |
| |
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" |
|
|
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" |
|
|
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl" |
|
|
| ENDHLSL |
| } |
|
|
| Pass |
| { |
| Name "LensFlareScreenSpace Composition" |
| Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } |
| LOD 100 |
|
|
| ZWrite Off |
| Cull Off |
| ZTest Always |
|
|
| HLSLPROGRAM |
|
|
| |
| |
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" |
|
|
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" |
|
|
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl" |
|
|
| ENDHLSL |
| } |
| |
| Pass |
| { |
| Name "LensFlareScreenSpace Write to BloomTexture" |
| Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" } |
| |
| Blend One One |
| BlendOp Add |
| ZWrite Off |
| Cull Off |
| ZTest Always |
|
|
| HLSLPROGRAM |
|
|
| |
| |
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" |
|
|
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl" |
| #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" |
|
|
| |
|
|
| #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl" |
|
|
| ENDHLSL |
| } |
|
|
| } |
| } |
|
|