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Texture ltcGGXMatrix = Shader.GetGlobalTexture(HDShaderIDs._LtcGGXMatrix); |
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Texture ltcDisneyDiffuseMatrix = Shader.GetGlobalTexture(HDShaderIDs._LtcDisneyDiffuseMatrix); |
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Texture ltcMultiGGXFresnelDisneyDiffuse = Shader.GetGlobalTexture(HDShaderIDs._LtcMultiGGXFresnelDisneyDiffuse); |
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Texture gBufferTexture0 = Shader.GetGlobalTexture(HDShaderIDs._GBufferTexture0); |
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Texture gBufferTexture1 = Shader.GetGlobalTexture(HDShaderIDs._GBufferTexture1); |
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Texture gBufferTexture2 = Shader.GetGlobalTexture(HDShaderIDs._GBufferTexture2); |
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Texture gBufferTexture3 = Shader.GetGlobalTexture(HDShaderIDs._GBufferTexture3); |
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Texture ambientOcclusionTexture = Shader.GetGlobalTexture(HDShaderIDs._AmbientOcclusionTexture); |
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Matrix4x4 invScrProjection = Shader.GetGlobalMatrix(HDShaderIDs.g_mInvScrProjection); |
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int useTileLightList = Shader.GetGlobalInt(HDShaderIDs._UseTileLightList); |
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Vector4 cosTime = Shader.GetGlobalVector(HDShaderIDs._CosTime); |
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Vector4 unity_DeltaTime = Shader.GetGlobalVector(HDShaderIDs.unity_DeltaTime); |
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Vector4 worldSpaceCameraPos = Shader.GetGlobalVector(HDShaderIDs._WorldSpaceCameraPos); |
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Vector4 projectionParams = Shader.GetGlobalVector(HDShaderIDs._ProjectionParams); |
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Vector4 screenParams = Shader.GetGlobalVector(HDShaderIDs._ScreenParams); |
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Vector4 zbufferParams = Shader.GetGlobalVector(HDShaderIDs._ZBufferParams); |
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Vector4 unity_OrthoParams = Shader.GetGlobalVector(HDShaderIDs.unity_OrthoParams); |
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int envLightSkyEnabled = Shader.GetGlobalInt(HDShaderIDs._EnvLightSkyEnabled); |
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float ambientOcclusionDirectLightStrenght = Shader.GetGlobalFloat(HDShaderIDs._AmbientOcclusionDirectLightStrenght); |
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cmd.SetComputeBufferParam(deferredComputeShader, kernel, HDShaderIDs.g_vLightListGlobal, bUseClusteredForDeferred ? s_PerVoxelLightLists : s_LightList); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._MainDepthTexture, depthTexture); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture0, HDShaderIDs._GBufferTexture0); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture1, HDShaderIDs._GBufferTexture1); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture2, HDShaderIDs._GBufferTexture2); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture3, HDShaderIDs._GBufferTexture3); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._AmbientOcclusionTexture, HDShaderIDs._AmbientOcclusionTexture); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture0, gBufferTexture0); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture1, gBufferTexture1); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture2, gBufferTexture2); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._GBufferTexture3, gBufferTexture3); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._AmbientOcclusionTexture, ambientOcclusionTexture); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._LtcData, ltcData); |
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cmd.SetComputeTextureParam(deferredComputeShader, kernel, HDShaderIDs._PreIntegratedFGD, preIntegratedFGD); |
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