#pragma kernel MaterialFlagsGen #pragma multi_compile _ USE_OR // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderBase.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch #define USE_MATERIAL_FEATURE_FLAGS #ifdef PLATFORM_LANE_COUNT // We can infer the size of a wave. This is currently not possible on non-consoles, so we have to fallback to a sensible default in those cases. #define NR_THREADS PLATFORM_LANE_COUNT #else #define NR_THREADS 64 // default to 64 threads per group on other platforms.. #endif groupshared uint ldsFeatureFlags; RWStructuredBuffer g_TileFeatureFlags; TEXTURE2D_X_UINT2(_StencilTexture); [numthreads(NR_THREADS, 1, 1)] void MaterialFlagsGen(uint3 dispatchThreadId : SV_DispatchThreadID, uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) { UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z); uint2 tileIDX = u3GroupID.xy; uint iWidth = g_viDimensions.x; uint iHeight = g_viDimensions.y; uint nrTilesX = (iWidth + (TILE_SIZE_FPTL - 1)) / TILE_SIZE_FPTL; uint nrTilesY = (iHeight + (TILE_SIZE_FPTL - 1)) / TILE_SIZE_FPTL; // 16 * 4 = 64. We process data by group of 4 pixel uint2 viTilLL = 16 * tileIDX; float2 invScreenSize = float2(1.0 / iWidth, 1.0 / iHeight); if (threadID == 0) { ldsFeatureFlags = 0; } GroupMemoryBarrierWithGroupSync(); uint materialFeatureFlags = g_BaseFeatureFlags; // Contain all lightFeatures or 0 (depends if we enable light classification or not) UNITY_UNROLL for (int i = 0; i < 4; i++) { int idx = i * NR_THREADS + threadID; uint2 uCrd = min(uint2(viTilLL.x + (idx & 0xf), viTilLL.y + (idx >> 4)), uint2(iWidth - 1, iHeight - 1)); // Unlit object, sky/background and forward opaque tag don't tag the StencilUsage.RequiresDeferredLighting bit uint stencilVal = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, uCrd)); if ((stencilVal & STENCILUSAGE_REQUIRES_DEFERRED_LIGHTING) > 0) { PositionInputs posInput = GetPositionInput(uCrd, invScreenSize); materialFeatureFlags |= MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(posInput.positionSS); } } InterlockedOr(ldsFeatureFlags, materialFeatureFlags); //TODO: driver might optimize this or we might have to do a manual reduction GroupMemoryBarrierWithGroupSync(); if (threadID == 0) { uint tileIndex = tileIDX.y * nrTilesX + tileIDX.x; // TODO: shouldn't this always enabled? #if defined(UNITY_STEREO_INSTANCING_ENABLED) tileIndex += unity_StereoEyeIndex * nrTilesX * nrTilesY; #endif #ifdef USE_OR g_TileFeatureFlags[tileIndex] |= ldsFeatureFlags; #else // Use in case we have disabled light classification g_TileFeatureFlags[tileIndex] = ldsFeatureFlags; #endif } }