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154 行
4.9 KiB

Shader "Hidden/HDRenderPipeline/DepthValues"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#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
Texture2DMS<float> _DepthTextureMS;
Texture2DMS<float4> _NormalTextureMS;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
struct FragOut
{
float4 depthValues : SV_Target0;
float4 normal : SV_Target1;
float actualDepth : SV_Depth;
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _ScreenSize.xy;
return output;
}
FragOut Frag1X(Varyings input)
{
FragOut fragO;
int2 pixelCoords = int2(input.texcoord);
float depthVal = _DepthTextureMS.Load(pixelCoords, 0).x;
fragO.depthValues = float4(depthVal, depthVal, depthVal, 0.0f);
fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
fragO.actualDepth = fragO.depthValues.x;
return fragO;
}
FragOut Frag2X(Varyings input)
{
FragOut fragO;
fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
int2 pixelCoords = int2(input.texcoord);
for(int sampleIdx = 0; sampleIdx < 2; ++sampleIdx)
{
float depthVal = _DepthTextureMS.Load(pixelCoords, sampleIdx).x;
fragO.depthValues.x = max(depthVal, fragO.depthValues.x);
fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
fragO.depthValues.z += depthVal;
}
fragO.depthValues.z *= 0.5;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
return fragO;
}
FragOut Frag4X(Varyings input)
{
FragOut fragO;
fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
int2 pixelCoords = int2(input.texcoord);
for(int sampleIdx = 0; sampleIdx < 4; ++sampleIdx)
{
float depthVal = _DepthTextureMS.Load(pixelCoords, sampleIdx).x;
fragO.depthValues.x = max(depthVal, fragO.depthValues.x);
fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
fragO.depthValues.z += depthVal;
}
fragO.depthValues.z *= 0.25;
fragO.actualDepth = fragO.depthValues.x;
fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
return fragO;
}
FragOut Frag8X(Varyings input)
{
FragOut fragO;
fragO.depthValues = float4(0.0f, 100000.0f, 0.0f, 0.0f);
int2 pixelCoords = int2(input.texcoord);
for(int sampleIdx = 0; sampleIdx < 8; ++sampleIdx)
{
float depthVal = _DepthTextureMS.Load(pixelCoords, sampleIdx).x;
fragO.depthValues.x = max(depthVal, fragO.depthValues.x);
fragO.depthValues.y = min(depthVal, fragO.depthValues.y);
fragO.depthValues.z += depthVal;
}
fragO.depthValues.z *= 0.125;
fragO.normal = _NormalTextureMS.Load(pixelCoords, 0);
fragO.actualDepth = fragO.depthValues.x;
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
}