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- #ifndef UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED
- #define UNITY_DECLARE_OPAQUE_TEXTURE_INCLUDED
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DynamicScalingClamping.hlsl"
-
- TEXTURE2D_X(_CameraOpaqueTexture);
- SAMPLER(sampler_CameraOpaqueTexture); //NOTE: Configured at runtime by copy color, can be point or bilinear.
- float4 _CameraOpaqueTexture_TexelSize;
-
- float3 SampleSceneColor(float2 uv)
- {
- uv = ClampAndScaleUVForBilinear(UnityStereoTransformScreenSpaceTex(uv), _CameraOpaqueTexture_TexelSize.xy);
- return SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, uv).rgb;
- }
-
- float3 LoadSceneColor(uint2 uv)
- {
- return LOAD_TEXTURE2D_X(_CameraOpaqueTexture, uv).rgb;
- }
- #endif
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