31 lines
889 B
HLSL
31 lines
889 B
HLSL
#ifndef COMPOUND_RENDERER_FEATURE_CORE_INCLUDED
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#define COMPOUND_RENDERER_FEATURE_CORE_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct FullScreenTrianglePostProcessAttributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PostProcessVaryings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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// TODO: Replace with Common.hlsl from URP.
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PostProcessVaryings FullScreenTrianglePostProcessVertexProgram(
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FullScreenTrianglePostProcessAttributes input) {
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PostProcessVaryings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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#endif
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