@@ -9,20 +9,6 @@ Shader "Hidden/PostProcessing/MultiScaleVO"
99 TEXTURE2D_SAMPLER2D (_MSVOcclusionTexture, sampler_MSVOcclusionTexture);
1010 float3 _AOColor;
1111
12- VaryingsDefault Vert (AttributesDefault v)
13- {
14- VaryingsDefault o;
15- o.vertex = float4 (v.vertex.xy, 0.0 , 1.0 );
16- o.texcoord = TransformTriangleVertexToUV (v.vertex.xy);
17-
18- #if UNITY_UV_STARTS_AT_TOP
19- o.texcoord = o.texcoord * float2 (1.0 , -1.0 ) + float2 (0.0 , 1.0 );
20- #endif
21-
22- o.texcoord = TransformStereoScreenSpaceTex (o.texcoord, 1 );
23- return o;
24- }
25-
2612 ENDHLSL
2713
2814 SubShader
@@ -34,12 +20,12 @@ Shader "Hidden/PostProcessing/MultiScaleVO"
3420 {
3521 HLSLPROGRAM
3622
37- #pragma vertex Vert
23+ #pragma vertex VertDefault
3824 #pragma fragment Frag
3925
4026 float4 Frag (VaryingsDefault i) : SV_Target
4127 {
42- return SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoord );
28+ return SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo );
4329 }
4430
4531 ENDHLSL
@@ -52,7 +38,7 @@ Shader "Hidden/PostProcessing/MultiScaleVO"
5238
5339 HLSLPROGRAM
5440
55- #pragma vertex Vert
41+ #pragma vertex VertDefault
5642 #pragma fragment Frag
5743
5844 struct Output
@@ -63,7 +49,7 @@ Shader "Hidden/PostProcessing/MultiScaleVO"
6349
6450 Output Frag (VaryingsDefault i)
6551 {
66- float ao = 1.0 - SAMPLE_TEXTURE2D (_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoord ).r;
52+ float ao = 1.0 - SAMPLE_TEXTURE2D (_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo ).r;
6753 Output o;
6854 o.gbuffer0 = float4 (0.0 , 0.0 , 0.0 , ao);
6955 o.gbuffer3 = float4 (ao * _AOColor, 0.0 );
@@ -82,17 +68,16 @@ Shader "Hidden/PostProcessing/MultiScaleVO"
8268
8369 #pragma multi_compile _ APPLY_FORWARD_FOG
8470 #pragma multi_compile _ FOG_LINEAR FOG_EXP FOG_EXP2
85- #pragma vertex Vert
71+ #pragma vertex VertDefault
8672 #pragma fragment Frag
8773
8874 float4 Frag (VaryingsDefault i) : SV_Target
8975 {
90- float2 texcoord = TransformStereoScreenSpaceTex (i.texcoord, 1 );
91- half ao = 1.0 - SAMPLE_TEXTURE2D (_MSVOcclusionTexture, sampler_MSVOcclusionTexture, texcoord).r;
76+ half ao = 1.0 - SAMPLE_TEXTURE2D (_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo).r;
9277
9378 // Apply fog when enabled (forward-only)
9479 #if (APPLY_FORWARD_FOG)
95- float d = Linear01Depth (SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, sampler_CameraDepthTexture, texcoord ));
80+ float d = Linear01Depth (SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, sampler_CameraDepthTexture, i.texcoordStereo ));
9681 d = ComputeFogDistance (d);
9782 ao *= ComputeFog (d);
9883 #endif
@@ -108,12 +93,12 @@ Shader "Hidden/PostProcessing/MultiScaleVO"
10893 {
10994 HLSLPROGRAM
11095
111- #pragma vertex Vert
96+ #pragma vertex VertDefault
11297 #pragma fragment Frag
11398
11499 float4 Frag (VaryingsDefault i) : SV_Target
115100 {
116- half ao = SAMPLE_TEXTURE2D (_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoord ).r;
101+ half ao = SAMPLE_TEXTURE2D (_MSVOcclusionTexture, sampler_MSVOcclusionTexture, i.texcoordStereo ).r;
117102 return float4 (ao.rrr, 1.0 );
118103 }
119104
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