Shader "Hidden/HDRP/Deferred" { Properties { [HideInInspector] _StencilMask("_StencilMask", Int) = 6 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering [HideInInspector] _StencilRef("", Int) = 0 [HideInInspector] _StencilCmp("", Int) = 3 } SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Stencil { ReadMask [_StencilMask] Ref [_StencilRef] Comp [_StencilCmp] Pass Keep } ZWrite Off ZTest Always Blend Off Cull Off HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #pragma vertex Vert #pragma fragment Frag #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER // Split lighting is utilized during the SSS pass. #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH #define USE_FPTL_LIGHTLIST // deferred opaque always use FPTL //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_DEFERRED_LIGHTING #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #ifdef DEBUG_DISPLAY #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" #endif // The light loop (or lighting architecture) is in charge to: // - Define light list // - Define the light loop // - Setup the constant/data // - Do the reflection hierarchy // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) #define HAS_LIGHTLOOP #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" // Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new // deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), // the deferred shader will require to use multicompile. #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- //#define ENABLE_RAYTRACING #ifdef ENABLE_RAYTRACING CBUFFER_START(UnityDeferred) // Uniform variables that defines if we shall be using the shadow area texture or not int _RaytracedAreaShadow; CBUFFER_END #endif struct Attributes { uint vertexID : SV_VertexID; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float4 positionCS : SV_POSITION; UNITY_VERTEX_OUTPUT_STEREO }; struct Outputs { #ifdef OUTPUT_SPLIT_LIGHTING float4 specularLighting : SV_Target0; float3 diffuseLighting : SV_Target1; #else float4 combinedLighting : SV_Target0; #endif }; Varyings Vert(Attributes input) { Varyings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } Outputs Frag(Varyings input) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); // This need to stay in sync with deferred.compute // input.positionCS is SV_Position float depth = LoadCameraDepth(input.positionCS.xy); PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, uint2(input.positionCS.xy) / GetTileSize()); float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); BSDFData bsdfData; BuiltinData builtinData; DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, builtinData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); LightLoopOutput lightLoopOutput; LightLoop(V, posInput, preLightData, bsdfData, builtinData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, lightLoopOutput); // Alias float3 diffuseLighting = lightLoopOutput.diffuseLighting; float3 specularLighting = lightLoopOutput.specularLighting; diffuseLighting *= GetCurrentExposureMultiplier(); specularLighting *= GetCurrentExposureMultiplier(); Outputs outputs; #ifdef OUTPUT_SPLIT_LIGHTING if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { outputs.specularLighting = float4(specularLighting, 1.0); outputs.diffuseLighting = TagLightingForSSS(diffuseLighting); } else { outputs.specularLighting = float4(diffuseLighting + specularLighting, 1.0); outputs.diffuseLighting = 0; } #else outputs.combinedLighting = float4(diffuseLighting + specularLighting, 1.0); #endif return outputs; } ENDHLSL } } Fallback Off }