268 lines
9.6 KiB
HLSL
268 lines
9.6 KiB
HLSL
#if SHADERPASS != SHADERPASS_FORWARD
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#error SHADERPASS_is_not_correctly_define
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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return MotionVectorVS(varyingsType, inputMesh, inputPass);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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MotionVectorPositionZBias(output);
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output.vpass.positionCS = input.vpass.positionCS;
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output.vpass.previousPositionCS = input.vpass.previousPositionCS;
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return PackVaryingsToPS(output);
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}
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#endif // TESSELLATION_ON
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#else // _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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#if defined(HAVE_RECURSIVE_RENDERING)
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// If we have a recursive raytrace object, we will not render it.
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// As we don't want to rely on renderqueue to exclude the object from the list,
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// we cull it by settings position to NaN value.
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// TODO: provide a solution to filter dyanmically recursive raytrace object in the DrawRenderer
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if (_EnableRecursiveRayTracing && _RayTracing > 0.0)
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{
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ZERO_INITIALIZE(VaryingsType, varyingsType); // Divide by 0 should produce a NaN and thus cull the primitive.
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}
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else
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#endif
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{
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varyingsType.vmesh = VertMesh(inputMesh);
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}
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#endif // TESSELLATION_ON
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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#ifdef TESSELLATION_ON
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
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#endif
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#ifdef UNITY_VIRTUAL_TEXTURING
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#define VT_BUFFER_TARGET SV_Target1
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#define EXTRA_BUFFER_TARGET SV_Target2
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#else
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#define EXTRA_BUFFER_TARGET SV_Target1
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#endif
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void Frag(PackedVaryingsToPS packedInput,
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#ifdef OUTPUT_SPLIT_LIGHTING
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out float4 outColor : SV_Target0, // outSpecularLighting
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#ifdef UNITY_VIRTUAL_TEXTURING
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out float4 outVTFeedback : VT_BUFFER_TARGET,
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#endif
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out float4 outDiffuseLighting : EXTRA_BUFFER_TARGET,
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OUTPUT_SSSBUFFER(outSSSBuffer)
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#else
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out float4 outColor : SV_Target0
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#ifdef UNITY_VIRTUAL_TEXTURING
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,out float4 outVTFeedback : VT_BUFFER_TARGET
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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, out float4 outMotionVec : EXTRA_BUFFER_TARGET
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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#endif // OUTPUT_SPLIT_LIGHTING
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#ifdef _DEPTHOFFSET_ON
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, out float outputDepth : SV_Depth
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#endif
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)
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{
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
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// It is init to the value of forceNoMotion (with 2.0)
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outMotionVec = float4(2.0, 0.0, 0.0, 0.0);
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#endif
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsToFragInputs(packedInput);
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// We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer.
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input.positionSS.xy = _OffScreenRendering > 0 ? (input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy;
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uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
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outColor = float4(0.0, 0.0, 0.0, 0.0);
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// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
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#ifdef DEBUG_DISPLAY
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// Init in debug display mode to quiet warning
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#ifdef OUTPUT_SPLIT_LIGHTING
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outDiffuseLighting = 0;
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ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
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#endif
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// Same code in ShaderPassForwardUnlit.shader
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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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bool viewMaterial = false;
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int bufferSize = _DebugViewMaterialArray[0].x;
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if (bufferSize != 0)
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{
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bool needLinearToSRGB = false;
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float3 result = float3(1.0, 0.0, 1.0);
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// Loop through the whole buffer
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// Works because GetSurfaceDataDebug will do nothing if the index is not a known one
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for (int index = 1; index <= bufferSize; index++)
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{
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int indexMaterialProperty = _DebugViewMaterialArray[index].x;
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// skip if not really in use
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if (indexMaterialProperty != 0)
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{
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viewMaterial = true;
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GetPropertiesDataDebug(indexMaterialProperty, result, needLinearToSRGB);
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GetVaryingsDataDebug(indexMaterialProperty, input, result, needLinearToSRGB);
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GetBuiltinDataDebug(indexMaterialProperty, builtinData, posInput, result, needLinearToSRGB);
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GetSurfaceDataDebug(indexMaterialProperty, surfaceData, result, needLinearToSRGB);
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GetBSDFDataDebug(indexMaterialProperty, bsdfData, result, needLinearToSRGB);
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}
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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, unless we output to AOVs.
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if (!needLinearToSRGB && _DebugAOVOutput == 0)
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result = SRGBToLinear(max(0, result));
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outColor = float4(result, 1.0);
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}
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if (!viewMaterial)
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{
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if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
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{
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float3 result = float3(0.0, 0.0, 0.0);
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GetPBRValidatorDebug(surfaceData, result);
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outColor = float4(result, 1.0f);
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}
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else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
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{
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float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
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outColor = result;
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}
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else
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#endif
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{
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#ifdef _SURFACE_TYPE_TRANSPARENT
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
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#else
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
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#endif
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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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#ifdef OUTPUT_SPLIT_LIGHTING
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if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
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{
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outColor = float4(specularLighting, 1.0);
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outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
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}
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else
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{
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outColor = float4(diffuseLighting + specularLighting, 1.0);
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outDiffuseLighting = 0;
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}
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ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
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#else
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outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
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outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
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#endif
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
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bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
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// outMotionVec is already initialize at the value of forceNoMotion (see above)
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if (!forceNoMotion)
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{
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float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
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EncodeMotionVector(motionVec * 0.5, outMotionVec);
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outMotionVec.zw = 1.0;
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}
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#endif
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}
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#ifdef DEBUG_DISPLAY
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}
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#endif
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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#ifdef UNITY_VIRTUAL_TEXTURING
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outVTFeedback = builtinData.vtPackedFeedback;
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#endif
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}
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