189 lines
10 KiB
Plaintext
189 lines
10 KiB
Plaintext
#pragma kernel Deferred_Direct_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl
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#pragma kernel Deferred_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl_DebugDisplay DEBUG_DISPLAY
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// Variant with and without shadowmask
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#pragma kernel Deferred_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant0 USE_INDIRECT VARIANT=0
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#pragma kernel Deferred_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant1 USE_INDIRECT VARIANT=1
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#pragma kernel Deferred_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant2 USE_INDIRECT VARIANT=2
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#pragma kernel Deferred_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant3 USE_INDIRECT VARIANT=3
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#pragma kernel Deferred_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant4 USE_INDIRECT VARIANT=4
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#pragma kernel Deferred_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant5 USE_INDIRECT VARIANT=5
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#pragma kernel Deferred_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant6 USE_INDIRECT VARIANT=6
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#pragma kernel Deferred_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant7 USE_INDIRECT VARIANT=7
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#pragma kernel Deferred_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant8 USE_INDIRECT VARIANT=8
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#pragma kernel Deferred_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant9 USE_INDIRECT VARIANT=9
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#pragma kernel Deferred_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant10 USE_INDIRECT VARIANT=10
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#pragma kernel Deferred_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant11 USE_INDIRECT VARIANT=11
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#pragma kernel Deferred_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant12 USE_INDIRECT VARIANT=12
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#pragma kernel Deferred_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant13 USE_INDIRECT VARIANT=13
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#pragma kernel Deferred_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant14 USE_INDIRECT VARIANT=14
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#pragma kernel Deferred_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant15 USE_INDIRECT VARIANT=15
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#pragma kernel Deferred_Indirect_Fptl_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant16 USE_INDIRECT VARIANT=16
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#pragma kernel Deferred_Indirect_Fptl_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant17 USE_INDIRECT VARIANT=17
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#pragma kernel Deferred_Indirect_Fptl_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant18 USE_INDIRECT VARIANT=18
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#pragma kernel Deferred_Indirect_Fptl_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant19 USE_INDIRECT VARIANT=19
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#pragma kernel Deferred_Indirect_Fptl_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant20 USE_INDIRECT VARIANT=20
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#pragma kernel Deferred_Indirect_Fptl_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant21 USE_INDIRECT VARIANT=21
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#pragma kernel Deferred_Indirect_Fptl_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant22 USE_INDIRECT VARIANT=22
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#pragma kernel Deferred_Indirect_Fptl_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant23 USE_INDIRECT VARIANT=23
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#pragma kernel Deferred_Indirect_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant24 USE_INDIRECT VARIANT=24
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#pragma kernel Deferred_Indirect_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant25 USE_INDIRECT VARIANT=25
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#pragma kernel Deferred_Indirect_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant26 USE_INDIRECT VARIANT=26
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#pragma kernel Deferred_Indirect_Fptl_Variant27 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant27 USE_INDIRECT VARIANT=27
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#pragma kernel Deferred_Indirect_Fptl_Variant28 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant28 USE_INDIRECT VARIANT=28
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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#ifdef DEBUG_DISPLAY
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// Don't care about this warning in debug
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# pragma warning( disable : 4714 ) // sum of temp registers and indexable temp registers times 256 threads exceeds the recommended total 16384. Performance may be reduced at kernel
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#endif
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// deferred opaque always use FPTL
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#define USE_FPTL_LIGHTLIST 1
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// #pragma enable_d3d11_debug_symbols
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
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#define SHADERPASS SHADERPASS_DEFERRED_LIGHTING
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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/Lighting/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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CBUFFER_START(UnityDeferredCompute)
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uint g_TileListOffset;
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CBUFFER_END
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#ifdef DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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#endif
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// The light loop (or lighting architecture) is in charge to:
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// - Define light list
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// - Define the light loop
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// - Setup the constant/data
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// - Do the reflection hierarchy
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// - 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))
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#define HAS_LIGHTLOOP
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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/Lighting/LightLoop/LightLoopDef.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs.hlsl"
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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TEXTURE2D_X_UINT2(_StencilTexture);
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RW_TEXTURE2D_X(float3, diffuseLightingUAV);
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RW_TEXTURE2D_X(float4, specularLightingUAV);
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#define GROUP_SIZE (TILE_SIZE_FPTL / 2) // 4x 8x8 groups per a 16x16 tile
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#ifdef USE_INDIRECT
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StructuredBuffer<uint> g_TileList;
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// Indirect
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[numthreads(GROUP_SIZE, GROUP_SIZE, 1)]
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void SHADE_OPAQUE_ENTRY(uint2 groupThreadId : SV_GroupThreadID, uint groupId : SV_GroupID)
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{
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uint tileIndex = g_TileList[g_TileListOffset + (groupId / 4)];
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uint2 tileCoord = uint2((tileIndex >> TILE_INDEX_SHIFT_X) & TILE_INDEX_MASK, (tileIndex >> TILE_INDEX_SHIFT_Y) & TILE_INDEX_MASK); // see builddispatchindirect.compute
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uint2 pixelCoord = tileCoord * GetTileSize()
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+ uint2(groupId & 1, (groupId >> 1) & 1) * GROUP_SIZE
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+ groupThreadId;
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UNITY_XR_ASSIGN_VIEW_INDEX(tileIndex >> TILE_INDEX_SHIFT_EYE);
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uint screenWidth = (uint)_ScreenSize.x;
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uint numTilesX = (screenWidth + (TILE_SIZE_FPTL) - 1) / TILE_SIZE_FPTL;
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uint tileVariantIndex = tileCoord.x + tileCoord.y * numTilesX;
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#if defined(UNITY_STEREO_INSTANCING_ENABLED)
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uint screenHeight = (uint)_ScreenSize.y;
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uint numTilesY = (screenHeight + (TILE_SIZE_FPTL) - 1) / TILE_SIZE_FPTL;
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tileVariantIndex += unity_StereoEyeIndex * numTilesX * numTilesY;
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#endif
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uint featureFlags = TileVariantToFeatureFlags(VARIANT, tileVariantIndex);
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#else
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// Direct
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[numthreads(GROUP_SIZE, GROUP_SIZE, 1)]
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void SHADE_OPAQUE_ENTRY(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID)
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{
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UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
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uint2 tileCoord = (GROUP_SIZE * groupId) / GetTileSize();
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uint2 pixelCoord = dispatchThreadId.xy;
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uint featureFlags = UINT_MAX;
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#endif
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// This need to stay in sync with deferred.shader
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float depth = LoadCameraDepth(pixelCoord.xy);
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PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, tileCoord);
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// For indirect case: we can still overlap inside a tile with the sky/background, reject it
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// Can't rely on stencil as we are in compute shader
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if (depth == UNITY_RAW_FAR_CLIP_VALUE)
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{
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return;
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}
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// This is required for camera stacking and other cases where we might have a valid depth value in the depth buffer, but the pixel was not covered by this camera
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uint stencilVal = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, pixelCoord.xy));
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if ((stencilVal & STENCILUSAGE_REQUIRES_DEFERRED_LIGHTING) == 0)
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{
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return;
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}
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float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
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BSDFData bsdfData;
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BuiltinData builtinData;
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DECODE_FROM_GBUFFER(posInput.positionSS, featureFlags, bsdfData, builtinData);
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
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LightLoopOutput lightLoopOutput;
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LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
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// Alias
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float3 diffuseLighting = lightLoopOutput.diffuseLighting;
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float3 specularLighting = lightLoopOutput.specularLighting;
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diffuseLighting *= GetCurrentExposureMultiplier();
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specularLighting *= GetCurrentExposureMultiplier();
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if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
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{
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specularLightingUAV[COORD_TEXTURE2D_X(pixelCoord)] = float4(specularLighting, 1.0);
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diffuseLightingUAV[COORD_TEXTURE2D_X(pixelCoord)] = TagLightingForSSS(diffuseLighting);
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}
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else
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{
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specularLightingUAV[COORD_TEXTURE2D_X(pixelCoord)] = float4(diffuseLighting + specularLighting, 1.0);
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}
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}
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