135 lines
5.7 KiB
Plaintext
135 lines
5.7 KiB
Plaintext
Shader "Hidden/HDRP/DebugViewMaterialGBuffer"
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{
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite Off
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Cull Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#define DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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// 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
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// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
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// the deferred shader will require to use multicompile.
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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// input.positionCS is SV_Position
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float depth = LoadCameraDepth(input.positionCS.xy);
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V);
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BSDFData bsdfData;
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BuiltinData builtinData;
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DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, builtinData);
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// Init to not expected value
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float3 result = float3(-666.0, 0.0, 0.0);
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bool needLinearToSRGB = false;
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// Reminder: _DebugViewMaterialArray[i]
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// i==0 -> the size used in the buffer
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// i>0 -> the index used (0 value means nothing)
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// The index stored in this buffer could either be
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// - a gBufferIndex (always stored in _DebugViewMaterialArray[1] as only one supported)
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// - a property index which is different for each kind of material even if reflecting the same thing (see MaterialSharedProperty)
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// So here if the buffer is of size zero, it is the same as if we give in a 0 buffer index.
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int bufferIndex = _DebugViewMaterialArray[0].x >= 1 ? _DebugViewMaterialArray[1].x : 0;
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if (bufferIndex == DEBUGVIEWGBUFFER_DEPTH)
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{
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float linearDepth = frac(posInput.linearDepth * 0.1);
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result = linearDepth.xxx;
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}
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// Caution: This value is not the same than the builtin data bakeDiffuseLighting. It also include emissive and multiply by the albedo
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else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE)
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{
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result = builtinData.bakeDiffuseLighting;
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result *= GetCurrentExposureMultiplier();
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needLinearToSRGB = true;
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}
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#ifdef SHADOWS_SHADOWMASK
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else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK0)
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{
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result = builtinData.shadowMask0.xxx;
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}
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else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK1)
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{
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result = builtinData.shadowMask1.xxx;
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}
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else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK2)
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{
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result = builtinData.shadowMask2.xxx;
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}
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else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK3)
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{
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result = builtinData.shadowMask3.xxx;
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}
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#endif
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GetBSDFDataDebug(bufferIndex, bsdfData, result, needLinearToSRGB);
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// f we haven't touch result, we don't blend it. This allow to have the GBuffer debug pass working with the regular forward debug pass.
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// The forward debug pass will write its value and then the deferred will overwrite only touched texels.
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if (result.x == -666.0)
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{
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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else
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{
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// TEMP!
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// For now, the final blit in the backbuffer performs an sRGB write
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// So in the meantime we apply the inverse transform to linear data to compensate.
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if (!needLinearToSRGB)
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result = SRGBToLinear(max(0, result));
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return float4(result, 1.0);
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}
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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