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@aras-p
Created May 11, 2015 09:39
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Framebuffer fetch shader in Unity
#include "UnityCG.cginc"
#pragma vertex vert
#pragma fragment frag
// in practice: only compile for gles2,gles3,metal
#pragma only_renderers framebufferfetch
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
fixed4 color : TEXCOORD0;
};
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.color.rg = v.texcoord*4.0;
o.color.ba = 0;
return o;
}
void frag (v2f i, inout fixed4 ocol : SV_Target)
{
i.color = frac(i.color);
ocol.rg = i.color.rg;
ocol.b *= 1.5;
}
@crazii
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crazii commented Aug 7, 2020

Hey Aras, how do I check if the shader is supported? if I have an optional pass that uses framebuffer fetch, and the target platform doesn't supported it, then the whole shader is not supported?

@liyonghelpme
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Does Vulkan Support it?

@aras-p
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aras-p commented Oct 12, 2022

Does Vulkan Support it?

I think only Apple hardware supports it as-is (so basically "Metal only" these days). On Vulkan you'd want to use "sub-pass attachments" or some stuff like that to achieve something similar, but then I know almost nothing about Vulkan.

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