2021-09-09 20:42:29 -04:00

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Shader "Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse"
{
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZTest Always Cull Off ZWrite Off
HLSLPROGRAM
#pragma editor_sync_compilation
#pragma vertex Vert
#pragma fragment Frag
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#define PREFER_HALF 0
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/PreIntegratedFGD.cs.hlsl"
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texCoord : TEXCOORD0;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texCoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
// We want the LUT to contain the entire [0, 1] range, without losing half a texel at each side.
float2 coordLUT = RemapHalfTexelCoordTo01(input.texCoord, FGDTEXTURE_RESOLUTION);
// The FGD texture is parametrized as follows:
// X = sqrt(dot(N, V))
// Y = perceptualRoughness
// These coordinate sampling must match the decoding in GetPreIntegratedDFG in Lit.hlsl,
// i.e here we use perceptualRoughness, must be the same in shader
// Note: with this angular parametrization, the LUT is almost perfectly linear,
// except for the grazing angle when (NdotV -> 0).
float NdotV = coordLUT.x * coordLUT.x;
float perceptualRoughness = coordLUT.y;
// Pre integrate GGX with smithJoint visibility as well as DisneyDiffuse
float4 preFGD = IntegrateGGXAndDisneyDiffuseFGD(NdotV, PerceptualRoughnessToRoughness(perceptualRoughness));
return float4(preFGD.xyz, 1.0);
}
ENDHLSL
}
}
Fallback Off
}