sebastienlagarde
8 年前
当前提交
6c49eb5c
共有 1 个文件被更改,包括 145 次插入 和 146 次删除
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#pragma kernel ShadeDeferred_Fptl SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=0 |
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#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" |
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#pragma kernel ShadeDeferred_Fptl_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl_Debug USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=1 |
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#pragma kernel ShadeDeferred_Clustered_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered_Debug USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=1 |
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#define TILE_SIZE 8 |
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// Hacks to get the header to compile in compute |
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#define SHADER_TARGET 50 |
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#define UNITY_PBS_USE_BRDF1 |
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#define fixed4 float4 |
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#include "UnityLightingCommon.cginc" |
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#undef fixed4 |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind); |
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float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind); |
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// uses the optimized single layered light list for opaques only |
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#ifdef USE_FPTL_LIGHTLIST |
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#define OPAQUES_ONLY |
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#endif |
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#include "TiledLightingTemplate.hlsl" |
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#include "TiledReflectionTemplate.hlsl" |
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Texture2D_float _CameraDepthTexture; |
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Texture2D _CameraGBufferTexture0; |
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Texture2D _CameraGBufferTexture1; |
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Texture2D _CameraGBufferTexture2; |
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Texture2D _CameraGBufferTexture3; |
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RWTexture2D<float4> uavOutput : register(u0); |
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struct v2f { |
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float4 vertex : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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v2f vert(float4 vertex : POSITION, float2 texcoord : TEXCOORD0) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(vertex); |
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o.texcoord = texcoord.xy; |
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return o; |
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} |
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struct StandardData |
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{ |
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float3 specularColor; |
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float3 diffuseColor; |
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float3 normalWorld; |
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float smoothness; |
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float occlusion; |
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float3 emission; |
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}; |
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struct LocalDataBRDF |
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{ |
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StandardData gbuf; |
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// extras |
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float oneMinusReflectivity; |
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float3 Vworld; |
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}; |
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static LocalDataBRDF g_localParams; |
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StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) |
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{ |
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StandardData data; |
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data.normalWorld = normalize(2 * gbuffer2.xyz - 1); |
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data.smoothness = gbuffer1.a; |
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data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; |
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data.occlusion = gbuffer0.a; |
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data.emission = gbuffer3.xyz; |
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return data; |
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} |
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half3 BRDF3_Direct2(half3 diffColor, half3 specColor, half rlPow4, half smoothness) |
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{ |
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half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp |
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// Lookup texture to save instructions |
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half specular = tex2Dlod(unity_NHxRoughness, half4(rlPow4, SmoothnessToPerceptualRoughness(smoothness), 0, 0)).UNITY_ATTEN_CHANNEL * LUT_RANGE; |
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#if defined(_SPECULARHIGHLIGHTS_OFF) |
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specular = 0.0; |
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#endif |
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return diffColor + specular * specColor; |
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} |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind) |
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{ |
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StandardData data = g_localParams.gbuf; |
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return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind); |
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} |
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float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind) |
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{ |
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StandardData data = g_localParams.gbuf; |
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return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb; |
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} |
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[numthreads(TILE_SIZE, TILE_SIZE, 1)] |
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void SHADE_DEFERRED_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
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{ |
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uint2 pixCoord = dispatchThreadId; |
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float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; |
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float linDepth = GetLinearDepth(zbufDpth); |
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float3 vP = GetViewPosFromLinDepth(pixCoord, linDepth); |
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float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; |
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float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld |
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float4 gbuffer0 = _CameraGBufferTexture0.Load(uint3(pixCoord.xy, 0)); |
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float4 gbuffer1 = _CameraGBufferTexture1.Load(uint3(pixCoord.xy, 0)); |
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float4 gbuffer2 = _CameraGBufferTexture2.Load(uint3(pixCoord.xy, 0)); |
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float4 gbuffer3 = _CameraGBufferTexture3.Load(uint3(pixCoord.xy, 0)); |
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StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3); |
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g_localParams.gbuf = data; |
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g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); |
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g_localParams.Vworld = Vworld; |
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uint2 tileCoord = groupId >> 1; |
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uint numLightsProcessed = 0; |
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float3 c = data.emission + ExecuteLightList(numLightsProcessed, tileCoord, vP, vPw, Vworld); |
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uint numReflectionsProcessed = 0; |
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c += ExecuteReflectionList(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness); |
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#if ENABLE_DEBUG |
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c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c); |
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#endif |
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uavOutput[pixCoord] = float4(c, 1.0); |
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} |
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#pragma kernel ShadeDeferred_Fptl SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=0 |
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#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" |
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#pragma kernel ShadeDeferred_Fptl_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Fptl_Debug USE_FPTL_LIGHTLIST=1 ENABLE_DEBUG=1 |
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#pragma kernel ShadeDeferred_Clustered_Debug SHADE_DEFERRED_ENTRY=ShadeDeferred_Clustered_Debug USE_CLUSTERED_LIGHTLIST=1 ENABLE_DEBUG=1 |
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#define TILE_SIZE 8 |
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// Hacks to get the header to compile in compute |
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#define SHADER_TARGET 50 |
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#define UNITY_PBS_USE_BRDF1 |
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#define fixed4 float4 |
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#include "UnityLightingCommon.cginc" |
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#undef fixed4 |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind); |
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float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind); |
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// uses the optimized single layered light list for opaques only |
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#ifdef USE_FPTL_LIGHTLIST |
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#define OPAQUES_ONLY |
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#endif |
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#include "TiledLightingTemplate.hlsl" |
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#include "TiledReflectionTemplate.hlsl" |
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Texture2D _CameraGBufferTexture0; |
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Texture2D _CameraGBufferTexture1; |
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Texture2D _CameraGBufferTexture2; |
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Texture2D _CameraGBufferTexture3; |
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RWTexture2D<float4> uavOutput : register(u0); |
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struct v2f { |
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float4 vertex : SV_POSITION; |
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float2 texcoord : TEXCOORD0; |
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}; |
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v2f vert(float4 vertex : POSITION, float2 texcoord : TEXCOORD0) |
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{ |
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v2f o; |
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o.vertex = UnityObjectToClipPos(vertex); |
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o.texcoord = texcoord.xy; |
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return o; |
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} |
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struct StandardData |
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{ |
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float3 specularColor; |
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float3 diffuseColor; |
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float3 normalWorld; |
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float smoothness; |
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float occlusion; |
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float3 emission; |
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}; |
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struct LocalDataBRDF |
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{ |
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StandardData gbuf; |
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// extras |
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float oneMinusReflectivity; |
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float3 Vworld; |
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}; |
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static LocalDataBRDF g_localParams; |
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StandardData UnityStandardDataFromGbufferAux(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2, float4 gbuffer3) |
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{ |
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StandardData data; |
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data.normalWorld = normalize(2 * gbuffer2.xyz - 1); |
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data.smoothness = gbuffer1.a; |
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data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; |
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data.occlusion = gbuffer0.a; |
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data.emission = gbuffer3.xyz; |
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return data; |
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} |
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half3 BRDF3_Direct2(half3 diffColor, half3 specColor, half rlPow4, half smoothness) |
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{ |
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half LUT_RANGE = 16.0; // must match range in NHxRoughness() function in GeneratedTextures.cpp |
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// Lookup texture to save instructions |
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half specular = tex2Dlod(unity_NHxRoughness, half4(rlPow4, SmoothnessToPerceptualRoughness(smoothness), 0, 0)).UNITY_ATTEN_CHANNEL * LUT_RANGE; |
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#if defined(_SPECULARHIGHLIGHTS_OFF) |
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specular = 0.0; |
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#endif |
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return diffColor + specular * specColor; |
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} |
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float3 EvalMaterial(UnityLight light, UnityIndirect ind) |
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{ |
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StandardData data = g_localParams.gbuf; |
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return UNITY_BRDF_PBS(data.diffuseColor, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind); |
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} |
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float3 EvalIndirectSpecular(UnityLight light, UnityIndirect ind) |
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{ |
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StandardData data = g_localParams.gbuf; |
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return data.occlusion * UNITY_BRDF_PBS(0, data.specularColor, g_localParams.oneMinusReflectivity, data.smoothness, data.normalWorld, g_localParams.Vworld, light, ind).rgb; |
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} |
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[numthreads(TILE_SIZE, TILE_SIZE, 1)] |
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void SHADE_DEFERRED_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID) |
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{ |
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uint2 pixCoord = dispatchThreadId; |
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float zbufDpth = FetchDepth(_CameraDepthTexture, pixCoord.xy).x; |
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float linDepth = GetLinearDepth(zbufDpth); |
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float3 vP = GetViewPosFromLinDepth(pixCoord, linDepth); |
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float3 vPw = mul(g_mViewToWorld, float4(vP, 1)).xyz; |
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float3 Vworld = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld |
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float4 gbuffer0 = _CameraGBufferTexture0.Load(uint3(pixCoord.xy, 0)); |
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float4 gbuffer1 = _CameraGBufferTexture1.Load(uint3(pixCoord.xy, 0)); |
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float4 gbuffer2 = _CameraGBufferTexture2.Load(uint3(pixCoord.xy, 0)); |
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float4 gbuffer3 = _CameraGBufferTexture3.Load(uint3(pixCoord.xy, 0)); |
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StandardData data = UnityStandardDataFromGbufferAux(gbuffer0, gbuffer1, gbuffer2, gbuffer3); |
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g_localParams.gbuf = data; |
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g_localParams.oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); |
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g_localParams.Vworld = Vworld; |
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uint2 tileCoord = groupId >> 1; |
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uint numLightsProcessed = 0; |
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float3 c = data.emission + ExecuteLightList(numLightsProcessed, tileCoord, vP, vPw, Vworld); |
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uint numReflectionsProcessed = 0; |
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c += ExecuteReflectionList(numReflectionsProcessed, tileCoord, vP, data.normalWorld, Vworld, data.smoothness); |
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#if ENABLE_DEBUG |
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c = OverlayHeatMap(pixCoord & 15, numLightsProcessed, c); |
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#endif |
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uavOutput[pixCoord] = float4(c, 1.0); |
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} |
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