157 lines
5.3 KiB
Plaintext
157 lines
5.3 KiB
Plaintext
Shader "Hidden/HDRP/CustomPassRenderersUtils"
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{
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Properties
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{
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}
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HLSLINCLUDE
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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 enable_d3d11_debug_symbols
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//enable GPU instancing support
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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// List all the attributes needed in your shader (will be passed to the vertex shader)
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// you can see the complete list of these attributes in VaryingMesh.hlsl
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#define ATTRIBUTES_NEED_TEXCOORD0
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#define ATTRIBUTES_NEED_NORMAL
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#define ATTRIBUTES_NEED_TANGENT
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// List all the varyings needed in your fragment shader
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#define VARYINGS_NEED_TEXCOORD0
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#define VARYINGS_NEED_TANGENT_TO_WORLD
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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SubShader
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{
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Pass
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{
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Name "DepthToColorPass"
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Tags { "LightMode" = "DepthToColorPass" }
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Blend Off
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ZWrite Off
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ZTest LEqual
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Cull Back
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HLSLPROGRAM
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// Put the code to render the objects in your custom pass in this function
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void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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// Write back the data to the output structures
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ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting
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builtinData.opacity = 1;
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builtinData.emissiveColor = 0;
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// Outline linear eye depth to the color
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surfaceData.color = LinearEyeDepth(fragInputs.positionSS.z, _ZBufferParams);
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surfaceData.normalWS = 0.0;
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}
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthPass"
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Tags { "LightMode" = "DepthPass" }
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Blend Off
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull Back
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HLSLPROGRAM
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// Put the code to render the objects in your custom pass in this function
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void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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// Write back the data to the output structures
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ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting
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builtinData.opacity = 1;
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builtinData.emissiveColor = 0;
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surfaceData.color = 0;
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surfaceData.normalWS = 0.0;
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}
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "NormalToColorPass"
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Tags { "LightMode" = "NormalToColorPass" }
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Blend Off
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ZWrite Off
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ZTest LEqual
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Cull Back
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HLSLPROGRAM
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// Put the code to render the objects in your custom pass in this function
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void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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// Write back the data to the output structures
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ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting
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builtinData.opacity = 1;
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builtinData.emissiveColor = 0;
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surfaceData.color = fragInputs.tangentToWorld[2].xyz;
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surfaceData.normalWS = 0.0;
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}
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "TangentToColorPass"
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Tags { "LightMode" = "TangentToColorPass" }
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Blend Off
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ZWrite Off
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ZTest LEqual
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Cull Back
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HLSLPROGRAM
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// Put the code to render the objects in your custom pass in this function
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void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
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{
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// Write back the data to the output structures
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ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting
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builtinData.opacity = 1;
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builtinData.emissiveColor = 0;
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surfaceData.color = fragInputs.tangentToWorld[0].xyz;
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surfaceData.normalWS = 0.0;
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}
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl"
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ENDHLSL
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}
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}
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}
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