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Data/Base/Shaders/Debug/DebugPrimitive.ezShader
80 строк
2 KB
Jan Krassnigg
Debug and gizmo rendering improvements (#1916)
27 апр 2026, 13:00
Не верифицирован
27 апр 2026, 13:00
8ed384f
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[PLATFORMS] ALL [PERMUTATIONS] PRE_TRANSFORMED_VERTICES CAMERA_MODE TOPOLOGY OCCLUDED_PASS [RENDERSTATE] BlendingEnabled0 = true DestBlend0 = Blend_InvSrcAlpha SourceBlend0 = Blend_SrcAlpha DestBlendAlpha0 = Blend_InvSrcAlpha #if OCCLUDED_PASS DepthTest = false DepthWrite = false #else DepthTest = true #if PRE_TRANSFORMED_VERTICES DepthWrite = false #else DepthWrite = true #endif #endif [VERTEXSHADER] #define USE_COLOR0 #include <Shaders/Common/GlobalConstants.h> #include <Shaders/Materials/MaterialInterpolator.h> VS_OUT main(VS_IN Input) { VS_OUT RetVal; #if defined(CAMERA_MODE) && CAMERA_MODE == CAMERA_MODE_STEREO s_ActiveCameraEyeIndex = Input.InstanceID % 2; RetVal.RenderTargetArrayIndex = s_ActiveCameraEyeIndex; #endif #if PRE_TRANSFORMED_VERTICES float2 screenPosition = (Input.Position.xy * ViewportSize.zw) * float2(2.0, -2.0) + float2(-1.0, 1.0); RetVal.Position = float4(screenPosition, Input.Position.z, 1.0f); #else RetVal.Position = mul(GetWorldToScreenMatrix(), float4(Input.Position, 1.0f)); #endif RetVal.Color0 = Input.Color0; return RetVal; } [PIXELSHADER] #define USE_COLOR0 #include <Shaders/Materials/MaterialInterpolator.h> #include <Shaders/Common/GlobalConstants.h> float4 main(PS_IN Input) : SV_Target { float4 col = Input.Color0; #if OCCLUDED_PASS { float viewDist = Input.Position.w; const float fadeStart = 30.0; const float fadeDist = 70.0; float fade = saturate(1.0 - (viewDist - fadeStart) / fadeDist); col.a *= fade; } #endif return col; }