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Merge remote-tracking branch 'refs/remotes/origin/master' into VelocityBufferSupport

/main
Sebastien Lagarde 8 年前
当前提交
1999b306
共有 163 个文件被更改,包括 7355 次插入1071 次删除
  1. 10
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitDefault.shader
  2. 18
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl
  3. 20
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl
  4. 27
      Assets/ScriptableRenderLoop/ShaderLibrary/CommonMaterial.hlsl
  5. 62
      Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl
  6. 1001
      Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
  7. 1
      Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl
  8. 23
      Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl
  9. 3
      Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset
  10. 980
      Assets/TestScenes/HDTest/HDRenderLoopTest.unity
  11. 36
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_BC.tga.meta
  12. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_H.exr.meta
  13. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_MSK.tga.meta
  14. 36
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_N.tga.meta
  15. 28
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Needle_Moss_1x1_BC.tga.meta
  16. 32
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Needle_Moss_1x1_H.tga.meta
  17. 28
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  18. 28
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  19. 36
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  20. 32
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  21. 36
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  22. 36
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  23. 146
      Assets/ScriptableRenderLoop/fptl/Internal-DeferredComputeShading.compute
  24. 9
      Assets/ScriptableRenderLoop/fptl/Internal-DeferredComputeShading.compute.meta
  25. 9
      Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/GGX Test.meta
  26. 9
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  27. 151
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  29. 151
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  31. 151
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  33. 151
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  34. 8
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  35. 151
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  36. 8
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  37. 151
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  38. 8
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  39. 151
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  41. 151
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  42. 8
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  43. 151
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  44. 8
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  45. 151
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  47. 151
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  48. 8
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  49. 151
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  50. 8
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  51. 151
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  55. 151
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  56. 8
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  57. 151
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  59. 151
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  61. 151
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  71. 151
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10
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/LayeredLit/LayeredLitDefault.shader


// Set of users variables
PROP_DECL(float4, _BaseColor);
//PROP_DECL_TEX2D(_BaseColorMap);
TEXTURE2D(_BaseColorMap0);
TEXTURE2D(_BaseColorMap1);
TEXTURE2D(_BaseColorMap2);
TEXTURE2D(_BaseColorMap3);
SAMPLER2D(sampler_BaseColorMap0);
PROP_DECL_TEX2D(_BaseColorMap);
PROP_DECL(float, _Metallic);
PROP_DECL(float, _Smoothness);
PROP_DECL_TEX2D(_MaskMap);

18
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/Lit.hlsl


preLightData.TdotV = dot(bsdfData.tangentWS, V);
preLightData.BdotV = dot(bsdfData.bitangentWS, V);
preLightData.anisoGGXLambdaV = GetSmithJointGGXAnisoLambdaV(preLightData.TdotV, preLightData.BdotV, preLightData.NdotV, bsdfData.roughnessT, bsdfData.roughnessB);
iblNormalWS = GetAnisotropicModifiedNormal(bsdfData.normalWS, bsdfData.tangentWS, V, bsdfData.anisotropy);
// Tangent = highlight stretch (anisotropy) direction. Bitangent = grain (brush) direction.
iblNormalWS = GetAnisotropicModifiedNormal(bsdfData.bitangentWS, bsdfData.normalWS, V, bsdfData.anisotropy);
// NOTE: If we follow the theory we should use the modified normal for the different calculation implying a normal (like NDotV) and use iblNormalWS
// into function like GetSpecularDominantDir(). However modified normal is just a hack. The goal is just to stretch a cubemap, no accuracy here.

float weightOverPdf;
// GGX BRDF
ImportanceSampleGGX(u, V, N, tangentX, tangentY, bsdfData.roughness, NdotV,
L, VdotH, NdotL, weightOverPdf);
if (bsdfData.materialId = MATERIALID_LIT_ANISO)
{
ImportanceSampleAnisoGGX(u, V, N, tangentX, tangentY, bsdfData.roughnessT, bsdfData.roughnessB, NdotV, L, VdotH, NdotL, weightOverPdf);
}
else
{
ImportanceSampleGGX(u, V, N, tangentX, tangentY, bsdfData.roughness, NdotV, L, VdotH, NdotL, weightOverPdf);
}
if (NdotL > 0.0)
{

{
#ifdef LIT_DISPLAY_REFERENCE
specularLighting.rgb = IntegrateSpecularGGXIBLRef(V, lightData, bsdfData);
specularLighting.rgb = IntegrateSpecularGGXIBLRef(lightLoopContext, V, lightData, bsdfData);
specularLighting.a = 1.0;
/*

diffuseLighting.rgb = IntegrateDisneyDiffuseIBLRef(V, lightData, bsdfData);
diffuseLighting.rgb = IntegrateDisneyDiffuseIBLRef(lightLoopContext, V, lightData, bsdfData);
#endif
diffuseLighting.a = 1.0;
*/

20
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Lit/LitData.hlsl


{
float3 result = float3(0.0, 0.0, 0.0);
result = rgb0 * weight[0] + rgb1 * weight[1];
result = rgb0 * weight[0] + rgb1 * weight[1];
#if _LAYER_COUNT >= 3
result += (rgb2 * weight[2]);
#endif

return result;
}
void ComputeMaskWeights(float4 inputMasks, out float outWeights[_MAX_LAYER])
void ComputeMaskWeights(float3 inputMasks, out float outWeights[_MAX_LAYER])
masks[0] = inputMasks.r;
masks[1] = inputMasks.g;
masks[2] = inputMasks.b;
masks[3] = inputMasks.a;
masks[0] = 1.0f; // Layer 0 is always full
masks[1] = inputMasks.r;
masks[2] = inputMasks.g;
masks[3] = inputMasks.b;
// ATTRIBUTE_UNROLL
[unroll]
for (int i = _LAYER_COUNT - 1; i > 0; --i)
{
outWeights[i] = masks[i] * left;

void GetSurfaceAndBuiltinData(FragInput input, out SurfaceData surfaceData, out BuiltinData builtinData)
{
float4 maskValues = float4(1.0, 1.0, 1.0, 1.0);// input.vertexColor;
// Mask Values : Layer 1, 2, 3 are r, g, b
float3 maskValues = float3(0.0, 0.0, 0.0);// input.vertexColor;
float4 maskMap = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0);
maskValues *= maskMap;
maskValues = SAMPLE_TEXTURE2D(_LayerMaskMap, sampler_LayerMaskMap, input.texCoord0).rgb;
#endif
float weights[_MAX_LAYER];

27
Assets/ScriptableRenderLoop/ShaderLibrary/CommonMaterial.hlsl


// Convert anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction) to roughness
void ConvertAnisotropyToRoughness(float roughness, float anisotropy, out float roughnessT, out float roughnessB)
{
// (0 <= anisotropy <= 1), therefore (0 <= anisoAspect <= 1)
// The 0.9 factor limits the aspect ratio to 10:1.
roughnessT = roughness * anisoAspect;
roughnessB = roughness / anisoAspect;
roughnessT = roughness / anisoAspect; // Distort along tangent (rougher)
roughnessB = roughness * anisoAspect; // Straighten along bitangent (smoother)
// Fake anisotropic by distorting the normal as suggested by:
// anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction)
float3 GetAnisotropicModifiedNormal(float3 N, float3 T, float3 V, float anisotropy)
// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to the normal.
// The returned normal is NOT normalized.
float3 ComputeGrainNormal(float3 grainDir, float3 V)
float3 anisoT = cross(-V, T);
float3 anisoN = cross(anisoT, T);
float3 B = cross(-V, grainDir);
return cross(B, grainDir);
}
return normalize(lerp(N, anisoN, anisotropy));
// Fake anisotropic by distorting the normal.
// The grain direction (e.g. hair or brush direction) is assumed to be orthogonal to N.
// Anisotropic ratio (0->no isotropic; 1->full anisotropy in tangent direction)
float3 GetAnisotropicModifiedNormal(float3 grainDir, float3 N, float3 V, float anisotropy)
{
float3 grainNormal = ComputeGrainNormal(grainDir, V);
// TODO: test whether normalizing 'grainNormal' is worth it.
return normalize(lerp(N, grainNormal, anisotropy));
}
//-----------------------------------------------------------------------------

62
Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl


L = 2.0 * dot(V, H) * H - V;
}
// ref: http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf p26
void ImportanceSampleAnisoGGXDir( float2 u,
float3 V,
float3 N,
float3 tangentX,
float3 tangentY,
float roughnessT,
float roughnessB,
out float3 H,
out float3 L)
{
// AnisoGGX NDF sampling
H = sqrt(u.x / (1.0 - u.x)) * (roughnessT * cos(TWO_PI * u.y) * tangentX + roughnessB * sin(TWO_PI * u.y) * tangentY) + N;
H = normalize(H);
// Local to world
// H = tangentX * H.x + tangentY * H.y + N * H.z;
// Convert sample from half angle to incident angle
L = 2.0 * dot(V, H) * H - V;
}
// weightOverPdf return the weight (without the diffuseAlbedo term) over pdf. diffuseAlbedo term must be apply by the caller.
void ImportanceSampleLambert(
float2 u,

// F is apply outside the function
float Vis = V_SmithJointGGX(NdotL, NdotV, roughness);
weightOverPdf = 4.0 * Vis * NdotL * VdotH / NdotH;
}
// weightOverPdf return the weight (without the Fresnel term) over pdf. Fresnel term must be apply by the caller.
void ImportanceSampleAnisoGGX(
float2 u,
float3 V,
float3 N,
float3 tangentX,
float3 tangentY,
float roughnessT,
float roughnessB,
float NdotV,
out float3 L,
out float VdotH,
out float NdotL,
out float weightOverPdf)
{
float3 H;
ImportanceSampleAnisoGGXDir(u, V, N, tangentX, tangentY, roughnessT, roughnessB, H, L);
float NdotH = saturate(dot(N, H));
// Note: since L and V are symmetric around H, LdotH == VdotH
VdotH = saturate(dot(V, H));
NdotL = saturate(dot(N, L));
// Importance sampling weight for each sample
// pdf = D(H) * (N.H) / (4 * (L.H))
// weight = fr * (N.L) with fr = F(H) * G(V, L) * D(H) / (4 * (N.L) * (N.V))
// weight over pdf is:
// weightOverPdf = F(H) * G(V, L) * (L.H) / ((N.H) * (N.V))
// weightOverPdf = F(H) * 4 * (N.L) * V(V, L) * (L.H) / (N.H) with V(V, L) = G(V, L) / (4 * (N.L) * (N.V))
// Remind (L.H) == (V.H)
// F is apply outside the function
float TdotV = dot(tangentX, V);
float BdotV = dot(tangentY, V);
float TdotL = saturate(dot(tangentX, L));
float BdotL = saturate(dot(tangentY, L));
float Vis = V_SmithJointGGXAniso(TdotV, BdotV, NdotV, TdotL, BdotL, NdotL, roughnessT, roughnessB);
weightOverPdf = 4.0 * Vis * NdotL * VdotH / NdotH;
}

1001
Assets/ScriptableRenderLoop/fptl/FptlLighting.cs
文件差异内容过多而无法显示
查看文件

1
Assets/ScriptableRenderLoop/fptl/TiledLightingTemplate.hlsl


return ExecuteLightList(start, numLights, vP, vPw, Vworld);
}
#endif

23
Assets/ScriptableRenderLoop/fptl/TiledLightingUtils.hlsl


#include "LightingUtils.hlsl"
// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
//#ifndef OPAQUES_ONLY
uniform float g_fClustScale;
uniform float g_fClustBase;
uniform float g_fNearPlane;
uniform float g_fFarPlane;
uniform int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
uniform uint g_isLogBaseBufferEnabled;
uniform uint g_isOpaquesOnlyEnabled;
//#endif
void GetCountAndStartOpaque(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)
{

#else
uniform float g_fClustScale;
uniform float g_fClustBase;
uniform float g_fNearPlane;
uniform float g_fFarPlane;
//uniform int g_iLog2NumClusters; // numClusters = (1<<g_iLog2NumClusters)
uniform int g_iLog2NumClusters;
uniform uint g_isLogBaseBufferEnabled;
uniform uint g_isOpaquesOnlyEnabled;
void GetCountAndStart(out uint uStart, out uint uNrLights, uint2 tileIDX, int nrTilesX, int nrTilesY, float linDepth, uint model)
{

3
Assets/ScriptableRenderLoop/fptl/renderloopfptl.asset


deferredShader: {fileID: 4800000, guid: 1c102a89f3460254a8c413dbdcd63a2a, type: 3}
deferredReflectionShader: {fileID: 4800000, guid: 3899e06d641c2cb4cbff794df0da536b,
type: 3}
deferredComputeShader: {fileID: 7200000, guid: 6994e4f8a80d87b428cca7242cb32a0e,
type: 3}
finalPassShader: {fileID: 4800000, guid: 5590f54ad211f594da4e687b698f2258, type: 3}
debugLightBoundsShader: {fileID: 4800000, guid: 33f2a444e9120d34396d41e40795d712,
type: 3}

enableBigTilePrepass: 1
enableDrawLightBoundsDebug: 0
enableDrawTileDebug: 0
enableComputeLightEvaluation: 0

980
Assets/TestScenes/HDTest/HDRenderLoopTest.unity
文件差异内容过多而无法显示
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36
Assets/TestScenes/HDTest/Material/HDRenderLoopMaterials/Ground/Textures/Ground_01_2x2_BC.tga.meta


textureFormat: 1
maxTextureSize: 2048
textureSettings:
filterMode: -1
aniso: -1
filterMode: 2
aniso: 16
mipBias: -1
wrapMode: -1
nPOTScale: 1

textureFormatSet: 0
platformSettings:
- buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
textureFormat: -1
textureCompression: 2
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
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146
Assets/ScriptableRenderLoop/fptl/Internal-DeferredComputeShading.compute


#pragma kernel ShadeDeferred_Fptl SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=0
#pragma kernel ShadeDeferred_Clustered SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=0 //TODO: disabled clustered permutations so far as it leads to the error "All kernels must use same constant buffer layouts"
#pragma kernel ShadeDeferred_Fptl_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl_Debug USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=1
#pragma kernel ShadeDeferred_Clustered_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered_Debug USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=1
#define TILE_SIZE 8
// Hacks to get the header to compile in compute
#define SHADER_TARGET 50
#define UNITY_PBS_USE_BRDF1
#define fixed4 float4
#include "UnityLightingCommon.cginc"
#undef fixed4
float3 EvalMaterial(UnityLight light, UnityIndirect ind);
float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind);
// uses the optimized single layered light list for opaques only
#ifdef USE_FPTL_LIGHTLIST
#define OPAQUES_ONLY
#endif
#include "TiledLightingTemplate.hlsl"
#include "TiledReflectionTemplate.hlsl"
Texture2D _CameraDepthTexture;
Texture2D _CameraGBufferTexture0;
Texture2D _CameraGBufferTexture1;
Texture2D _CameraGBufferTexture2;
Texture2D _CameraGBufferTexture3;
RWTexture2D<float4> uavOutput : register(u0);
struct v2f {
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
v2f vert(float4 vertex : POSITION, float2 texcoord : TEXCOORD0)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.texcoord = texcoord.xy;
return o;
}
struct StandardData
{
float3 specularColor;
float3 diffuseColor;
float3 normalWorld;
float smoothness;
float occlusion;
float3 emission;
};
struct LocalDataBRDF
{
StandardData gbuf;
// extras
float oneMinusReflectivity;
float3 Vworld;
};
static LocalDataBRDF g_localParams;
StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3)
{
StandardData data;
data.normalWorld = normalize(2 * gbuffer2.xyz - 1);
data.smoothness = gbuffer1.a;
data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz;
data.occlusion = gbuffer0.a;
data.emission = gbuffer3.xyz;
return data;
}
half3 BRDF3_Direct2(half3 diffColor, half3 specColor, half rlPow4, half smoothness)
{
half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp
// Lookup texture to save instructions
half specular = tex2Dlod(unity_NHxRoughness, half4(rlPow4, SmoothnessToPerceptualRoughness(smoothness), 0, 0)).UNITY_ATTEN_CHANNEL * LUT_RANGE;
#if defined(_SPECULARHIGHLIGHTS_OFF)
specular = 0.0;
#endif
return diffColor + specular * specColor;
}
float3 EvalMaterial(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind);
}
float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind)
{
StandardData data = g_localParams.gbuf;
return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb;
}
[numthreads(TILE_SIZE, TILE_SIZE, 1)]
void SHADE_DEFERRED_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID)
{
uint2 pixCoord = dispatchThreadId;
float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x;
float linDepth = GetLinearDepth(zbufDpth);
float3 vP = GetViewPosFromLinDepth(pixCoord, linDepth);
float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz;
float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld
float4 gbuffer0 = _CameraGBufferTexture0.Load(uint3(pixCoord.xy, 0));
float4 gbuffer1 = _CameraGBufferTexture1.Load(uint3(pixCoord.xy, 0));
float4 gbuffer2 = _CameraGBufferTexture2.Load(uint3(pixCoord.xy, 0));
float4 gbuffer3 = _CameraGBufferTexture3.Load(uint3(pixCoord.xy, 0));
StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3);
g_localParams.gbuf = data;
g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb);
g_localParams.Vworld = Vworld;
uint2 tileCoord = groupId >> 1;
uint numLightsProcessed = 0;
float3 c = data.emission + ExecuteLightList(numLightsProcessed, tileCoord, vP, vPw, Vworld);
uint numReflectionsProcessed = 0;
c += ExecuteReflectionList(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness);
#if ENABLE_DEBUG
c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c);
#endif
uavOutput[pixCoord] = float4(c, 1.0);
}

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