Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Utils /Sampling.shader
| Shader "Hidden/Universal Render Pipeline/Sampling" | |
| { | |
| SubShader | |
| { | |
| Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"} | |
| LOD 100 | |
| // 0 - Downsample - Box filtering | |
| Pass | |
| { | |
| Name "BoxDownsample" | |
| ZTest Always | |
| ZWrite Off | |
| Cull Off | |
| HLSLPROGRAM | |
| #pragma vertex Vert | |
| #pragma fragment FragBoxDownsample | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
| #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" | |
| SAMPLER(sampler_BlitTexture); | |
| float _SampleOffset; | |
| half4 FragBoxDownsample(Varyings input) : SV_Target | |
| { | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| float2 uv = UnityStereoTransformScreenSpaceTex(input.texcoord); | |
| float4 d = _BlitTexture_TexelSize.xyxy * float4(-_SampleOffset, -_SampleOffset, _SampleOffset, _SampleOffset); | |
| half4 s; | |
| s = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.xy); | |
| s += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.zy); | |
| s += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.xw); | |
| s += SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, uv + d.zw); | |
| return s * 0.25h; | |
| } | |
| ENDHLSL | |
| } | |
| } | |
| } | |