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@aras-p
Created May 31, 2019 05:23
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DX10 HLSL style textures and samplers in Unity
// 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
}
}
}
@aras-p
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aras-p commented May 31, 2019

Here's screenshot of the _MainTex.Load case
Texture2DLoad

@Lunar2kPS
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Examples like these would be amazing in improving the Unity shader docs!
In the meantime, thanks for sharing this :)

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