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

201 lines
7.2 KiB
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Shader "Hidden/HDRP/DepthValues"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile _ _HAS_MOTION_VECTORS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
// #pragma enable_d3d11_debug_symbols
// Target multisampling textures
TEXTURE2D_X_MSAA(float, _DepthTextureMS);
TEXTURE2D_X_MSAA(float4, _NormalTextureMS);
#ifdef _HAS_MOTION_VECTORS
TEXTURE2D_X_MSAA(float2, _MotionVectorTextureMS);
#endif
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
struct FragOut
{
float4 depthValues : SV_Target0;
float4 normal : SV_Target1;
#ifdef _HAS_MOTION_VECTORS
float2 motionVectors : SV_Target2;
#endif
float actualDepth : SV_Depth;
};
Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _ScreenSize.xy;
return output;
}
FragOut Frag1X(Varyings input)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
FragOut fragO;
int2 pixelCoords = int2(input.texcoord);
float depthVal = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, pixelCoords, 0).x;
fragO.depthValues = float4(depthVal, depthVal, depthVal, 0.0f);
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
#ifdef _HAS_MOTION_VECTORS
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, 0);
#endif
fragO.actualDepth = fragO.depthValues.x;
return fragO;
}
FragOut Frag2X(Varyings input)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
FragOut fragO;
fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
int2 pixelCoords = int2(input.texcoord);
uint closestSample = 0;
for(int sampleIdx = 0; sampleIdx < 2; ++sampleIdx)
{
float depthVal = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, pixelCoords, sampleIdx).x;
if (depthVal > fragO.depthValues.x)
{
fragO.depthValues.x = depthVal;
closestSample = sampleIdx;
}
fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
fragO.depthValues.z += depthVal;
}
fragO.depthValues.z *= 0.5;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
#ifdef _HAS_MOTION_VECTORS
// We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined.
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample);
#endif
return fragO;
}
FragOut Frag4X(Varyings input)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
FragOut fragO;
fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
int2 pixelCoords = int2(input.texcoord);
uint closestSample = 0;
for(int sampleIdx = 0; sampleIdx < 4; ++sampleIdx)
{
float depthVal = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, pixelCoords, sampleIdx).x;
if (depthVal > fragO.depthValues.x)
{
fragO.depthValues.x = depthVal;
closestSample = sampleIdx;
}
fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
fragO.depthValues.z += depthVal;
}
fragO.depthValues.z *= 0.25;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
#ifdef _HAS_MOTION_VECTORS
// We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined.
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample);
#endif
return fragO;
}
FragOut Frag8X(Varyings input)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
FragOut fragO;
fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
int2 pixelCoords = int2(input.texcoord);
uint closestSample = 0;
for(int sampleIdx = 0; sampleIdx < 8; ++sampleIdx)
{
float depthVal = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, pixelCoords, sampleIdx).x;
if (depthVal > fragO.depthValues.x)
{
fragO.depthValues.x = depthVal;
closestSample = sampleIdx;
}
fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
fragO.depthValues.z += depthVal;
}
fragO.depthValues.z *= 0.125;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0);
#ifdef _HAS_MOTION_VECTORS
// We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined.
fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample);
#endif
return fragO;
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
// 0: MSAA 1x
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag1X
ENDHLSL
}
// 1: MSAA 2x
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag2X
ENDHLSL
}
// 2: MSAA 4X
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag4X
ENDHLSL
}
// 3: MSAA 8X
Pass
{
ZWrite On ZTest Always Blend Off Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Frag8X
ENDHLSL
}
}
Fallback Off
}