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May 31, 2019 05:23
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DX10 HLSL style textures and samplers in Unity
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// Example of using DX10-style HLSL texture and sampler objects in | |
// Unity shaders | |
Shader "Unlit/Example" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
float4 pos : SV_POSITION; | |
}; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.pos = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
return o; | |
} | |
// traditional DX9-style HLSL: | |
//sampler2D _MainTex; | |
// the same, but with DX10-style HLSL syntax: | |
Texture2D _MainTex; | |
SamplerState sampler_MainTex; | |
// we could also use sampling settings directly specified in the | |
// shader, see https://docs.unity3d.com/Manual/SL-SamplerStates.html | |
//SamplerState my_point_clamp_sampler; | |
half4 frag (v2f i) : SV_Target | |
{ | |
// traditional DX9-style HLSL: | |
//half4 col = tex2D(_MainTex, i.uv); | |
// the same, but with DX10-style HLSL syntax: | |
half4 col = _MainTex.Sample(sampler_MainTex, i.uv); | |
// using sampler state from the shader itself | |
//half4 col = _MainTex.Sample(my_point_clamp_sampler, i.uv); | |
// SV_POSITION input to pixel shader in HLSL will contain | |
// pixel coordinates in .xy, so we can do a texture Load | |
// directly with that | |
// https://docs.microsoft.com/en-us/windows/desktop/direct3dhlsl/dx-graphics-hlsl-to-load | |
// this will of course only do something in the screen corner coordinates | |
// that are smaller than texture size in pixels, everywhere else it will result in black | |
//col = _MainTex.Load(int3(i.pos.xy, 0)); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
Examples like these would be amazing in improving the Unity shader docs!
In the meantime, thanks for sharing this :)
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Here's screenshot of the
_MainTex.Load
case