46 lines
812 B
Plaintext
46 lines
812 B
Plaintext
// SPDX-License-Identifier: MIT
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Shader "Hidden/Gaussian Splatting/Composite"
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{
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SubShader
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{
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Pass
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{
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ZWrite Off
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ZTest Always
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Cull Off
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma require compute
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#pragma use_dxc
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#include "UnityCG.cginc"
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struct v2f
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{
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float4 vertex : SV_POSITION;
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};
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v2f vert (uint vtxID : SV_VertexID)
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{
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v2f o;
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float2 quadPos = float2(vtxID&1, (vtxID>>1)&1) * 4.0 - 1.0;
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o.vertex = float4(quadPos, 1, 1);
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return o;
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}
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Texture2D _GaussianSplatRT;
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half4 frag (v2f i) : SV_Target
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{
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half4 col = _GaussianSplatRT.Load(int3(i.vertex.xy, 0));
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col.rgb = GammaToLinearSpace(col.rgb);
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col.a = saturate(col.a * 1.5);
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return col;
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}
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ENDCG
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}
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}
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}
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