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154 行
4.9 KiB
154 行
4.9 KiB
Shader "Hidden/HDRenderPipeline/DepthValues"
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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 ps4 xboxone vulkan metal switch
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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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// #pragma enable_d3d11_debug_symbols
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// Target multisampling textures
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Texture2DMS<float> _DepthTextureMS;
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Texture2DMS<float4> _NormalTextureMS;
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct FragOut
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{
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float4 depthValues : SV_Target0;
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float4 normal : SV_Target1;
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float actualDepth : SV_Depth;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _ScreenSize.xy;
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return output;
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}
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FragOut Frag1X(Varyings input)
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{
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FragOut fragO;
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int2 pixelCoords = int2(input.texcoord);
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float depthVal = _DepthTextureMS.Load(pixelCoords, 0).x;
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fragO.depthValues = float4(depthVal, depthVal, depthVal, 0.0f);
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fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
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fragO.actualDepth = fragO.depthValues.x;
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return fragO;
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}
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FragOut Frag2X(Varyings input)
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{
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FragOut fragO;
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fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
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int2 pixelCoords = int2(input.texcoord);
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for(int sampleIdx = 0; sampleIdx < 2; ++sampleIdx)
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{
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float depthVal = _DepthTextureMS.Load(pixelCoords, sampleIdx).x;
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fragO.depthValues.x = max(depthVal, fragO.depthValues.x);
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fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
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fragO.depthValues.z += depthVal;
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}
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fragO.depthValues.z *= 0.5;
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fragO.actualDepth = fragO.depthValues.x;
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fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
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return fragO;
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}
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FragOut Frag4X(Varyings input)
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{
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FragOut fragO;
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fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
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int2 pixelCoords = int2(input.texcoord);
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for(int sampleIdx = 0; sampleIdx < 4; ++sampleIdx)
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{
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float depthVal = _DepthTextureMS.Load(pixelCoords, sampleIdx).x;
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fragO.depthValues.x = max(depthVal, fragO.depthValues.x);
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fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
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fragO.depthValues.z += depthVal;
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}
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fragO.depthValues.z *= 0.25;
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fragO.actualDepth = fragO.depthValues.x;
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fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
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return fragO;
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}
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FragOut Frag8X(Varyings input)
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{
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FragOut fragO;
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fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
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int2 pixelCoords = int2(input.texcoord);
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for(int sampleIdx = 0; sampleIdx < 8; ++sampleIdx)
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{
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float depthVal = _DepthTextureMS.Load(pixelCoords, sampleIdx).x;
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fragO.depthValues.x = max(depthVal, fragO.depthValues.x);
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fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
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fragO.depthValues.z += depthVal;
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}
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fragO.depthValues.z *= 0.125;
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fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
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fragO.actualDepth = fragO.depthValues.x;
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return fragO;
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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// 0: MSAA 1x
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Pass
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{
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ZWrite On ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag1X
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ENDHLSL
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}
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// 1: MSAA 2x
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Pass
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{
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ZWrite On ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag2X
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ENDHLSL
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}
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// 2: MSAA 4X
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Pass
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{
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ZWrite On ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag4X
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ENDHLSL
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}
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// 3: MSAA 8X
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Pass
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{
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ZWrite On ZTest Always Blend Off Cull Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag8X
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ENDHLSL
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}
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}
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Fallback Off
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}
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