2021-04-20 03:52:32 +02:00
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// Ref: https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
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2021-04-20 15:38:09 +02:00
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Shader "Hidden/RS/TexelDensity"
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2021-04-20 03:52:32 +02:00
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{
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 100
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "RSPropertiesCG.cginc"
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#include "RSUtilsCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float2 uvmip : TEXCOORD1;
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float4 vertex : SV_POSITION;
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};
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sampler2D _MainTex;
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float4 _MainTex_ST;
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float4 _MainTex_TexelSize;
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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int mips = RS_MipCount(_MainTex_TexelSize);
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float2 mipuv = v.uv * (_MainTex_TexelSize.zw / mips);
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o.uvmip = TRANSFORM_TEX(mipuv, _MainTex);
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return o;
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}
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fixed4 frag(v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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fixed4 mip = tex2D(_RS_Texture, i.uvmip);
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fixed4 res;
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res.rgb = lerp(col.rgb, mip.rgb, mip.a);
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res.a = col.a;
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return res;
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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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