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LensFlareScreenSpace.shader 5.6KB

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  1. Shader "Hidden/Universal Render Pipeline/LensFlareScreenSpace"
  2. {
  3. SubShader
  4. {
  5. Tags{ "RenderPipeline" = "UniversalPipeline" }
  6. Pass
  7. {
  8. Name "LensFlareScreenSpac Prefilter"
  9. Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
  10. LOD 100
  11. ZWrite Off
  12. Cull Off
  13. ZTest Always
  14. HLSLPROGRAM
  15. #pragma target 3.0
  16. #pragma vertex vert
  17. #pragma fragment FragmentPrefilter
  18. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  19. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  20. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
  21. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
  22. #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
  23. #define URP_LENS_FLARE_SCREEN_SPACE
  24. #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
  25. ENDHLSL
  26. }
  27. Pass
  28. {
  29. Name "LensFlareScreenSpace Downsample"
  30. Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
  31. LOD 100
  32. ZWrite Off
  33. Cull Off
  34. ZTest Always
  35. HLSLPROGRAM
  36. #pragma target 3.0
  37. #pragma vertex vert
  38. #pragma fragment FragmentDownsample
  39. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  40. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  41. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
  42. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
  43. #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
  44. #define URP_LENS_FLARE_SCREEN_SPACE
  45. #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
  46. ENDHLSL
  47. }
  48. Pass
  49. {
  50. Name "LensFlareScreenSpace Upsample"
  51. Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
  52. LOD 100
  53. ZWrite Off
  54. Cull Off
  55. ZTest Always
  56. HLSLPROGRAM
  57. #pragma target 3.0
  58. #pragma vertex vert
  59. #pragma fragment FragmentUpsample
  60. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  61. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  62. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
  63. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
  64. #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
  65. #define URP_LENS_FLARE_SCREEN_SPACE
  66. #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
  67. ENDHLSL
  68. }
  69. Pass
  70. {
  71. Name "LensFlareScreenSpace Composition"
  72. Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
  73. LOD 100
  74. ZWrite Off
  75. Cull Off
  76. ZTest Always
  77. HLSLPROGRAM
  78. #pragma target 3.0
  79. #pragma vertex vert
  80. #pragma fragment FragmentComposition
  81. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  82. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  83. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
  84. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
  85. #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
  86. #define URP_LENS_FLARE_SCREEN_SPACE
  87. #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
  88. ENDHLSL
  89. }
  90. Pass
  91. {
  92. Name "LensFlareScreenSpace Write to BloomTexture"
  93. Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
  94. Blend One One
  95. BlendOp Add
  96. ZWrite Off
  97. Cull Off
  98. ZTest Always
  99. HLSLPROGRAM
  100. #pragma target 3.0
  101. #pragma vertex vert
  102. #pragma fragment FragmentWrite
  103. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  104. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  105. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
  106. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl"
  107. #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl"
  108. #define URP_LENS_FLARE_SCREEN_SPACE
  109. #include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareScreenSpaceCommon.hlsl"
  110. ENDHLSL
  111. }
  112. }
  113. }