TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../ShaderLibrary/DeclareRenderingLayerTextur...

20 lines
733 B
HLSL

#ifndef UNITY_DECLARE_RENDERING_LAYER_TEXTURE_INCLUDED
#define UNITY_DECLARE_RENDERING_LAYER_TEXTURE_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
TEXTURE2D_X_FLOAT(_CameraRenderingLayersTexture);
SAMPLER(sampler_CameraRenderingLayersTexture);
uint SampleSceneRenderingLayer(float2 uv)
{
float renderingLayer = SAMPLE_TEXTURE2D_X(_CameraRenderingLayersTexture, sampler_CameraRenderingLayersTexture, UnityStereoTransformScreenSpaceTex(uv)).r;
return DecodeMeshRenderingLayer(renderingLayer);
}
uint LoadSceneRenderingLayer(uint2 uv)
{
float renderingLayer = LOAD_TEXTURE2D_X(_CameraRenderingLayersTexture, uv).r;
return DecodeMeshRenderingLayer(renderingLayer);
}
#endif