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Merged GetPositionInput and UpdatePositionInput into one set of GetPositionInput overloads.

/main
sebastienlagarde 7 年前
当前提交
ad00b16a
共有 16 个文件被更改,包括 54 次插入53 次删除
  1. 20
      ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl
  2. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  3. 10
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader
  4. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  5. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute
  6. 6
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
  7. 7
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader
  8. 5
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDBuffer.hlsl
  9. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl
  10. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDistortion.hlsl
  11. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
  12. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
  13. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
  14. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl
  15. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassVelocity.hlsl
  16. 21
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader

20
ScriptableRenderPipeline/Core/CoreRP/ShaderLibrary/Common.hlsl


// From forward
// deviceDepth and linearDepth come directly from .zw of SV_Position
void UpdatePositionInput(float deviceDepth, float linearDepth, float3 positionWS, inout PositionInputs posInput)
PositionInputs GetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord)
PositionInputs posInput = GetPositionInput(positionSS, invScreenSize, tileCoord);
return posInput;
}
PositionInputs GetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS)
{
return GetPositionInput(positionSS, invScreenSize, deviceDepth, linearDepth, positionWS, uint2(0, 0));
void UpdatePositionInput(float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewProjMatrix, inout PositionInputs posInput)
PositionInputs GetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewProjMatrix, uint2 tileCoord)
PositionInputs posInput = GetPositionInput(positionSS, invScreenSize, tileCoord);
return posInput;
}
PositionInputs GetPositionInput(float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewProjMatrix)
{
return GetPositionInput(positionSS, invScreenSize, deviceDepth, invViewProjMatrix, viewProjMatrix, uint2(0, 0));
}
// The view direction 'V' points towards the camera.

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


float4 Frag(Varyings input) : SV_Target
{
// input.positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
BSDFData bsdfData;
BakeLightingData bakeLightingData;

10
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewTiles.shader


float4 Frag(Varyings input) : SV_Target
{
// positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(input.positionCS.xy) / GetTileSize());
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, uint2(input.positionCS.xy) / GetTileSize());
int2 pixelCoord = posInput.positionSS.xy;
int2 tileCoord = (float2)pixelCoord / GetTileSize();

int maxLights = 32;
if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3)
{
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord.xy, _ScreenSize.zw, mouseTileCoord);
float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, mousePosInput.positionSS).x;
UpdatePositionInput(depthMouse, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, mousePosInput);
float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, _MousePixelCoord.xy).x;
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord.xy, _ScreenSize.zw, depthMouse, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, mouseTileCoord);
uint category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y;
uint start;

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


// This need to stay in sync with deferred.compute
// input.positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(input.positionCS.xy) / GetTileSize());
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, uint2(input.positionCS.xy) / GetTileSize());
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
BSDFData bsdfData;

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/DeferredDirectionalShadow.compute


uint2 pixelCoord = groupId * DEFERRED_SHADOW_TILE_SIZE + groupThreadId;
uint2 tileCoord = groupId;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, pixelCoord.xy).x;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, tileCoord);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
ShadowContext shadowContext = InitShadowContext();
float shadow = GetDirectionalShadowAttenuation(shadowContext, posInput.positionWS, float3(0.0, 0.0, 0.0), (uint)_DirectionalShadowIndex, float3(0.0, 0.0, 0.0));

6
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute


// This need to stay in sync with deferred.shader
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, tileCoord);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
float depth = LOAD_TEXTURE2D(_MainDepthTexture, pixelCoord.xy).x;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, tileCoord);
// For indirect case: we can still overlap inside a tile with the sky/background, reject it
// Can't rely on stencil as we are in compute shader

return;
}
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
BSDFData bsdfData;

7
ScriptableRenderPipeline/HDRenderPipeline/HDRP/RenderPipelineResources/CameraMotionVectors.shader


float4 Frag(Varyings input) : SV_Target
{
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
float4 worldPos = float4(posInput.positionWS, 1.0);
float4 prevPos = worldPos;

5
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDBuffer.hlsl


)
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionSS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
// Transform from world space to decal space (DS) to clip the decal.
// For this we must use absolute position.

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDepthOnly.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassDistortion.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, uint2(input.positionSS.xy) / GetTileSize());
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS.xyz, uint2(input.positionSS.xy) / GetTileSize());
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassVelocity.hlsl


FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw);
UpdatePositionInput(input.positionSS.z, input.positionSS.w, input.positionWS, posInput);
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionWS);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);

21
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Sky/OpaqueAtmosphericScattering.shader


float4 Frag(Varyings input) : SV_Target
{
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
if (depth == UNITY_RAW_FAR_CLIP_VALUE)
{
// When a pixel is at far plane, the world space coordinate reconstruction is not reliable.
// So in order to have a valid position (for example for height fog) we just consider that the sky is a sphere centered on camera with a radius of 5km (arbitrarily chosen value!)
// And recompute the position on the sphere with the current camera direction.
float3 viewDirection = -GetWorldSpaceNormalizeViewDir(posInput.positionWS) * 5000.0f;
posInput.positionWS = GetPrimaryCameraPosition() + viewDirection;
}
if (depth == UNITY_RAW_FAR_CLIP_VALUE)
{
// When a pixel is at far plane, the world space coordinate reconstruction is not reliable.
// So in order to have a valid position (for example for height fog) we just consider that the sky is a sphere centered on camera with a radius of 5km (arbitrarily chosen value!)
// And recompute the position on the sphere with the current camera direction.
float3 viewDirection = -GetWorldSpaceNormalizeViewDir(posInput.positionWS) * 5000.0f;
posInput.positionWS = GetPrimaryCameraPosition() + viewDirection;
}
return EvaluateAtmosphericScattering(posInput);
}

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