#include "stereokit.hlsli" //--name = sk/unlit //--diffuse = white //--uv_offset = 0.0, 0.0 //--uv_scale = 1.0, 1.0 Texture2D diffuse : register(t0); SamplerState diffuse_s : register(s0); float2 uv_scale; float2 uv_offset; struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; float2 uv : TEXCOORD0; }; struct psIn { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; uint view_id : SV_RenderTargetArrayIndex; }; psIn vs(vsIn input, uint id : SV_InstanceID) { psIn o; o.view_id = id % sk_view_count; id = id / sk_view_count; float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz; o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]); o.uv = (input.uv + uv_offset) * uv_scale; return o; } float4 ps(psIn input) : SV_TARGET { float4 col = diffuse.Sample(diffuse_s, input.uv); col.rgb = pow(col.rgb, float3(2.2)); return col; }