SceneDebugViewer/Runtime/Shaders/TexelDensity.shader

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// Ref: https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
Shader "Hidden/RS/TexelDensity"
{
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "RSPropertiesCG.cginc"
#include "RSUtilsCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float2 uvmip : TEXCOORD1;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
int mips = RS_MipCount(_MainTex_TexelSize);
float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
fixed4 mip = tex2D(_RS_Texture, i.uvmip);
fixed4 res;
res.rgb = lerp(col.rgb, mip.rgb, mip.a);
res.a = col.a;
return res;
}
ENDCG
}
}
}