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Sebastien Lagarde 6 年前
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共有 13 个文件被更改,包括 111 次插入111 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader
  2. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader
  3. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute
  4. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl
  5. 183
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl
  6. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitBuiltinData.hlsl
  7. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl
  8. 12
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Material.hlsl
  9. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.hlsl
  10. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl
  11. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl
  12. 4
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl
  13. 2
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Debug/DebugViewMaterialGBuffer.shader


// input.positionCS is SV_Position
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);
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, bakeLightingData.bakeDiffuseLighting);
DECODE_FROM_GBUFFER(V, posInput.positionSS, UINT_MAX, bsdfData, bakeLightingData.bakeDiffuseLighting);
#ifdef SHADOWS_SHADOWMASK
DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask);
#endif

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Deferred.shader


BSDFData bsdfData;
BakeLightingData bakeLightingData;
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, bakeLightingData.bakeDiffuseLighting);
DECODE_FROM_GBUFFER(V, posInput.positionSS, UINT_MAX, bsdfData, bakeLightingData.bakeDiffuseLighting);
#ifdef SHADOWS_SHADOWMASK
DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask);
#endif

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/LightLoop/Deferred.compute


BSDFData bsdfData;
BakeLightingData bakeLightingData;
DECODE_FROM_GBUFFER(posInput.positionSS, featureFlags, bsdfData, bakeLightingData.bakeDiffuseLighting);
DECODE_FROM_GBUFFER(V, posInput.positionSS, featureFlags, bsdfData, bakeLightingData.bakeDiffuseLighting);
#ifdef SHADOWS_SHADOWMASK
DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask);
#endif

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/LayeredLit/LayeredLitData.hlsl


}
#endif
GetBuiltinData(input, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
GetBuiltinData(input, surfaceData, V, posInput, alpha, bentNormalWS, depthOffset, builtinData);
}
#include "../Lit/LitDataMeshModification.hlsl"

183
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/Lit.hlsl


// Helper functions/variable specific to this material
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Iridescence
//-----------------------------------------------------------------------------
// Evaluation XYZ sensitivity curves in Fourier space
float3 EvalSensitivity(float opd, float shift)
{
// Use Gaussian fits, given by 3 parameters: val, pos and var
float phase = 2.0 * PI * opd * 1e-6;
float3 val = float3(5.4856e-13, 4.4201e-13, 5.2481e-13);
float3 pos = float3(1.6810e+06, 1.7953e+06, 2.2084e+06);
float3 var = float3(4.3278e+09, 9.3046e+09, 6.6121e+09);
float3 xyz = val * sqrt(2.0 * PI * var) * cos(pos * phase + shift) * exp(-var * phase * phase);
xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift) * exp(-4.5282e+09 * phase * phase);
return xyz / 1.0685e-7;
}
// Evaluate the reflectance for a thin-film layer on top of a dielectric medum.
float3 EvalIridescence(float eta_1, float cosTheta1, BSDFData bsdfData)
{
eta_1 = 1.0; // air is 1.0 but for clear coat should be 1.5
float Dinc = 2.0 * bsdfData.iorIridescence * bsdfData.thicknessIridescence;
// Force eta_2 -> eta_1 when Dinc -> 0.0
float eta_2 = lerp(eta_1, bsdfData.iorIridescence, smoothstep(0.0, 0.03, Dinc));
// Evaluate the cosTheta on the base layer (Snell law)
float cosTheta2 = sqrt(1.0 - Sq(eta_1 / eta_2) * (1.0 - Sq(cosTheta1)));
// First interface
float R0 = IorToFresnel0(eta_2, eta_1);
float R12 = F_Schlick(R0, cosTheta1);
float R21 = R12;
float T121 = 1.0 - R12;
float phi12 = 0.0;
float phi21 = PI - phi12;
// Second interface
float3 R23 = F_Schlick(bsdfData.fresnel0, cosTheta2);
float phi23 = 0.0;
// Phase shift
float OPD = Dinc * cosTheta2;
float phi = phi21 + phi23;
// Compound terms
float3 R123 = R12 * R23;
float3 r123 = sqrt(R123);
float3 Rs = Sq(T121) * R23 / (float3(1.0, 1.0, 1.0) - R123);
// Reflectance term for m = 0 (DC term amplitude)
float3 C0 = R12 + Rs;
float3 I = C0;
// Reflectance term for m > 0 (pairs of diracs)
float3 Cm = Rs - T121;
for (int m = 1; m <= 2; ++m)
{
Cm *= r123;
float3 Sm = 2.0 * EvalSensitivity(m * OPD, m * phi);
//vec3 SmP = 2.0 * evalSensitivity(m*OPD, m*phi2.y);
I += Cm * Sm;
}
// Convert back to RGB reflectance
//I = clamp(mul(I, XYZ_TO_RGB), float3(0.0, 0.0, 0.0), float3(1.0, 1.0, 1.0));
//I = mul(XYZ_TO_RGB, I);
return I;
}
#if HAS_REFRACTION
# include "CoreRP/ShaderLibrary/Refraction.hlsl"

bsdfData.bitangentWS = bitangentWS;
}
void FillMaterialIridescence(float ior, float thickness, inout BSDFData bsdfData)
void FillMaterialIridescence(float3 V, float coatMask, float ior, float thickness, inout BSDFData bsdfData)
float topIor = lerp(1.0, CLEAR_COAT_IOR, coatMask);
// HACK: Use the reflected direction to specify the Fresnel coefficient for pre-convolved envmaps
// TODO: Take into account roughness for peak ?
// TODO: take into account clear coat...
float NdotV = sqrt(1.0 + Sq(1.0 / ior) * (Sq(dot(bsdfData.normalWS, V)) - 1.0));
bsdfData.fresnel0 = EvalIridescence(topIor, NdotV, bsdfData);
}
// Note: this modify the parameter perceptualRoughness and fresnel0, so they need to be setup

// conversion function for forward
//-----------------------------------------------------------------------------
BSDFData ConvertSurfaceDataToBSDFData(SurfaceData surfaceData)
BSDFData ConvertSurfaceDataToBSDFData(float3 V, uint2 positionSS, SurfaceData surfaceData)
{
BSDFData bsdfData;
ZERO_INITIALIZE(BSDFData, bsdfData);

if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
FillMaterialIridescence(surfaceData.iorIridescence, surfaceData.thicknessIridescence, bsdfData);
// Modify fresnel0
FillMaterialIridescence(V, surfaceData.coatMask, surfaceData.iorIridescence, surfaceData.thicknessIridescence, bsdfData);
}
if (HasFeatureFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))

// Encode SurfaceData (BSDF parameters) into GBuffer
// Must be in sync with RT declared in HDRenderPipeline.cs ::Rebuild
void EncodeIntoGBuffer( SurfaceData surfaceData,
void EncodeIntoGBuffer( float3 V, uint2 positionSS, SurfaceData surfaceData,
uint2 positionSS,
out GBufferType0 outGBuffer0,
out GBufferType1 outGBuffer1,
out GBufferType2 outGBuffer2,

// If you're not using the feature classification system, pass UINT_MAX.
// Also, see comment in TileVariantToFeatureFlags. When we are the worse case (i.e last variant), we read the featureflags
// from the structured buffer use to generate the indirect draw call. It allow to not go through all branch and the branch is scalar (not VGPR)
uint DecodeFromGBuffer(uint2 positionSS, uint tileFeatureFlags, out BSDFData bsdfData, out float3 bakeDiffuseLighting)
uint DecodeFromGBuffer(float3 V, uint2 positionSS, uint tileFeatureFlags, out BSDFData bsdfData, out float3 bakeDiffuseLighting)
{
// Note: we have ZERO_INITIALIZE the struct, so bsdfData.diffusionProfile == DIFFUSION_PROFILE_NEUTRAL_ID,
// bsdfData.anisotropy == 0, bsdfData.subsurfaceMask == 0, etc...

if (HasFeatureFlag(pixelFeatureFlags, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
// Range of IOR is 1..2.5
FillMaterialIridescence(RemapIor01to25(inGBuffer2.r), inGBuffer2.g, bsdfData);
// Modify fresnel0
FillMaterialIridescence(V, coatMask, RemapIor01to25(inGBuffer2.r), inGBuffer2.g, bsdfData);
}
// The neutral value of coatMask is 0 (handled by ZERO_INITIALIZE).

float3 unused;
// Call the regular function, compiler will optimized out everything not used.
// Note that all material feature flag bellow are in the same GBuffer (inGBuffer2) and thus material classification only sample one Gbuffer
return DecodeFromGBuffer(positionSS, UINT_MAX, bsdfData, unused);
return DecodeFromGBuffer(float3(0.0, 0.0, 1.0), positionSS, UINT_MAX, bsdfData, unused);
}
//-----------------------------------------------------------------------------

}
//-----------------------------------------------------------------------------
// Iridescence
//-----------------------------------------------------------------------------
// Evaluation XYZ sensitivity curves in Fourier space
float3 EvalSensitivity(float opd, float shift)
{
// Use Gaussian fits, given by 3 parameters: val, pos and var
float phase = 2.0 * PI * opd * 1e-6;
float3 val = float3(5.4856e-13, 4.4201e-13, 5.2481e-13);
float3 pos = float3(1.6810e+06, 1.7953e+06, 2.2084e+06);
float3 var = float3(4.3278e+09, 9.3046e+09, 6.6121e+09);
float3 xyz = val * sqrt(2.0 * PI * var) * cos(pos * phase + shift) * exp(-var * phase * phase);
xyz.x += 9.7470e-14 * sqrt(2.0 * PI * 4.5282e+09) * cos(2.2399e+06 * phase + shift) * exp(-4.5282e+09 * phase * phase);
return xyz / 1.0685e-7;
}
// Evaluate the reflectance for a thin-film layer on top of a dielectric medum.
float3 EvalIridescence(float cosTheta1, BSDFData bsdfData)
{
float Dinc = 2.0 * bsdfData.iorIridescence * bsdfData.thicknessIridescence;
// Force eta_2 -> 1.0 when Dinc -> 0.0
float eta_2 = lerp(1.0, bsdfData.iorIridescence, smoothstep(0.0, 0.03, Dinc));
float R0 = Sq((1.0 - eta_2) / (1.0 + eta_2));
// Evaluate the cosTheta on the base layer
float cosTheta2 = sqrt(1.0 - Sq(1.0 / eta_2) * (1.0 - Sq(cosTheta1)));
// First interface
float3 R12 = F_Schlick(R0, cosTheta1);
float3 R21 = R12;
float3 T121 = float3(1.0, 1.0, 1.0) - R12;
float phi12 = 0.0;
float phi21 = PI - phi12;
// Second interface
float3 R23 = F_Schlick(bsdfData.fresnel0, cosTheta2);
float phi23 = 0.0;
// Phase shift
float OPD = Dinc * cosTheta2;
float phi = phi21 + phi23;
// Compound terms
float3 R123 = R12 * R23;
float3 r123 = sqrt(R123);
float3 Rs = Sq(T121) * R23 / (float3(1.0, 1.0, 1.0) - R123);
float3 Cm = Rs - T121;
// Reflectance term for m = 0 (DC term amplitude)
float3 C0 = R12 + Rs;
float3 I = C0;
// Reflectance term for m > 0 (pairs of diracs)
for (int m = 1; m <= 2; ++m)
{
Cm *= r123;
float3 Sm = 2.0 * EvalSensitivity(m * OPD, m * phi);
I += Cm * Sm;
}
return I;
}
//-----------------------------------------------------------------------------
// PreLightData
//-----------------------------------------------------------------------------

float NdotV = saturate(dot(N, V));
preLightData.clampNdotV = NdotV; // Caution: The handling of edge cases where N is directed away from the screen is handled during Gbuffer/forward pass, so here do nothing
preLightData.iblPerceptualRoughness = bsdfData.perceptualRoughness;
float3 fresnel0 = bsdfData.fresnel0;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
fresnel0 = EvalIridescence(NdotV, bsdfData);
}
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
{

// Handle IBL + multiscattering
float reflectivity;
GetPreIntegratedFGD(NdotV, preLightData.iblPerceptualRoughness, fresnel0, preLightData.specularFGD, preLightData.diffuseFGD, reflectivity);
GetPreIntegratedFGD(NdotV, preLightData.iblPerceptualRoughness, bsdfData.fresnel0, preLightData.specularFGD, preLightData.diffuseFGD, reflectivity);
iblR = reflect(-V, iblN);
// This is a ad-hoc tweak to better match reference of anisotropic GGX.

// TODO: the fit seems rather poor. The scaling factor of 0.5 allows us
// to match the reference for rough metals, but further darkens dielectrics.
preLightData.ltcMagnitudeFresnel = fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
preLightData.ltcMagnitudeFresnel = bsdfData.fresnel0 * ltcGGXFresnelMagnitudeDiff + (float3)ltcGGXFresnelMagnitude;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT))
{

float NdotH = saturate((NdotL + NdotV) * invLenLV);
float LdotH = saturate(invLenLV * LdotV + invLenLV);
float3 F;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_IRIDESCENCE))
{
F = EvalIridescence(LdotH, bsdfData);
}
else
{
F = F_Schlick(bsdfData.fresnel0, LdotH);
}
float3 F = F_Schlick(bsdfData.fresnel0, LdotH);
float DV;
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_ANISOTROPY))

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitBuiltinData.hlsl


void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
void GetBuiltinData(FragInputs input, SurfaceData surfaceData, float3 V, PositionInputs posInput, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData)
{
// Builtin Data
builtinData.opacity = alpha;

// It is safe to call this function here as surfaceData have been filled
// We want to know if we must enable transmission on GI for SSS material, if the material have no SSS, this code will be remove by the compiler.
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(V, posInput.positionSS, surfaceData);
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Lit/LitData.hlsl


#endif
// Caution: surfaceData must be fully initialize before calling GetBuiltinData
GetBuiltinData(input, surfaceData, alpha, bentNormalWS, depthOffset, builtinData);
GetBuiltinData(input, surfaceData, V, posInput, alpha, bentNormalWS, depthOffset, builtinData);
}
#include "LitDataMeshModification.hlsl"

12
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Material.hlsl


out GBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1))
#define ENCODE_INTO_GBUFFER(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1))
#ifdef SHADOWS_SHADOWMASK
#define OUTPUT_GBUFFER_SHADOWMASK(NAME) ,out float4 NAME : SV_Target2

out GBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define ENCODE_INTO_GBUFFER(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#ifdef SHADOWS_SHADOWMASK
#define OUTPUT_GBUFFER_SHADOWMASK(NAME) ,out float4 NAME : SV_Target3

out GBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
#define ENCODE_INTO_GBUFFER(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
#ifdef SHADOWS_SHADOWMASK
#define OUTPUT_GBUFFER_SHADOWMASK(NAME) ,out float4 NAME : SV_Target4

out GBufferType3 MERGE_NAME(NAME, 3) : SV_Target3, \
out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
#define ENCODE_INTO_GBUFFER(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, NAME) EncodeIntoGBuffer(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
#ifdef SHADOWS_SHADOWMASK
#define OUTPUT_GBUFFER_SHADOWMASK(NAME) ,out float4 NAME : SV_Target5

out GBufferType4 MERGE_NAME(NAME, 4) : SV_Target4, \
out GBufferType5 MERGE_NAME(NAME, 5) : SV_Target5
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, NAME) EncodeIntoGBuffer(SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), MERGE_NAME(NAME, 5))
#define ENCODE_INTO_GBUFFER(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, UNPOSITIONSS, NAME) EncodeIntoGBuffer(V, UNPOSITIONSS, SURFACE_DATA, BAKE_DIFFUSE_LIGHTING, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4), MERGE_NAME(NAME, 5))
#ifdef SHADOWS_SHADOWMASK
#define OUTPUT_GBUFFER_SHADOWMASK(NAME) ,out float4 NAME : SV_Target6

#define DECODE_FROM_GBUFFER(UNPOSITIONSS, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(UNPOSITIONSS, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#define DECODE_FROM_GBUFFER(V, UNPOSITIONSS, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING) DecodeFromGBuffer(V, UNPOSITIONSS, FEATURE_FLAGS, BSDF_DATA, BAKE_DIFFUSE_LIGHTING)
#define MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(UNPOSITIONSS) MaterialFeatureFlagsFromGBuffer(UNPOSITIONSS)
#ifdef SHADOWS_SHADOWMASK

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Material/Unlit/Unlit.hlsl


// conversion function for forward
//-----------------------------------------------------------------------------
BSDFData ConvertSurfaceDataToBSDFData(SurfaceData data)
BSDFData ConvertSurfaceDataToBSDFData(float3 V, uint2 positionSS, SurfaceData data)
{
BSDFData output;
output.color = data.color;

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForward.hlsl


ApplyDebugToSurfaceData(input.worldToTangent, surfaceData);
#endif
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(V, posInput.positionSS, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassForwardUnlit.hlsl


GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
// Not lit here (but emissive is allowed)
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(V, posInput.positionSS, surfaceData);
// TODO: we must not access bsdfData here, it break the genericity of the code!
float4 outColor = ApplyBlendMode(bsdfData.color + builtinData.emissiveColor, builtinData.opacity);

4
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassGBuffer.hlsl


ApplyDebugToSurfaceData(input.worldToTangent, surfaceData);
#endif
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(V, posInput.positionSS, surfaceData);
ENCODE_INTO_GBUFFER(surfaceData, bakeDiffuseLighting, posInput.positionSS, outGBuffer);
ENCODE_INTO_GBUFFER(V, posInput.positionSS, surfaceData, bakeDiffuseLighting, outGBuffer);
ENCODE_SHADOWMASK_INTO_GBUFFER(float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3), outShadowMaskBuffer);
#ifdef _DEPTHOFFSET_ON

2
ScriptableRenderPipeline/HDRenderPipeline/HDRP/ShaderPass/ShaderPassLightTransport.hlsl


// no debug apply during light transport pass
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(V, posInput.positionSS, surfaceData);
LightTransportData lightTransportData = GetLightTransportData(surfaceData, builtinData, bsdfData);
// This shader is call two times. Once for getting emissiveColor, the other time to get diffuseColor

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