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HDRenderLoop: Miss two file

/main
Sebastien Lagarde 8 年前
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fab6bd80
共有 2 个文件被更改,包括 102 次插入4 次删除
  1. 17
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl
  2. 89
      Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Deferred.shader

17
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl


#ifndef UNITY_LIGHTING_INCLUDED
#define UNITY_LIGHTING_INCLUDED
// We need to define the macro used for env map evaluation based on the different architecture.
// Like for material we have one define by architecture.
// TODO: who setup the define for a given architecture ?
// The lighting architecture is in charge to define the light loop
// It is also in charge to define the sampling function for shadowmap, ies, cookie and reflection
// as only the lighting architecture is aware of the usage of texture atlas, array and format (latlong, 2D, cube)
#ifdef SINGLE_PASS
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePass.hlsl"
//#elif ...
#endif
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl"
#ifdef SINGLE_PASS
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/SinglePass/SinglePassLoop.hlsl"
//#elif ...
#endif
#endif // UNITY_LIGHTING_INCLUDED

89
Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Deferred.shader


Shader "Hidden/Unity/Deferred"
{
Properties
{
_SrcBlend("", Float) = 1
_DstBlend("", Float) = 1
}
SubShader
{
Pass
{
ZWrite Off
Blend[_SrcBlend][_DstBlend]
HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex VertDeferred
#pragma fragment FragDeferred
// Chose supported lighting architecture in case of deferred rendering
#pragma multi_compile SINGLE_PASS
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_DISNEYGXX
// TODO: Currently a users that add a new deferred material must also add it manually here... Need to think about it. Maybe add a multicompile inside a file in Material directory to include here ?
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
DECLARE_GBUFFER_TEXTURE(_CameraGBufferTexture);
DECLARE_GBUFFER_BAKE_LIGHTING(_CameraGBufferTexture);
UNITY_DECLARE_TEX2D(_CameraDepthTexture);
float4x4 _InvViewProjMatrix;
struct Attributes
{
float3 positionOS : POSITION;
};
struct Varyings
{
float4 positionHS : SV_POSITION;
};
Varyings VertDeferred(Attributes input)
{
// TODO: implement SV_vertexID full screen quad
// Lights are draw as one fullscreen quad
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionHS = TransformWorldToHClip(positionWS);
return output;
}
float4 FragDeferred(Varyings input) : SV_Target
{
Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw);
// No need to manage inverse depth, this is handled by the projection matrix
float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x;
float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix);
float3 V = GetWorldSpaceNormalizeViewDir(positionWS);
FETCH_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS);
BSDFData bsdfData = DECODE_FROM_GBUFFER(gbuffer);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
float4 diffuseLighting;
float4 specularLighting;
FETCH_BAKE_LIGHTING_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS);
float3 bakeDiffuseLighting = DECODE_BAKE_LIGHTING_FROM_GBUFFER(gbuffer);
LightingLoop(V, positionWS, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting);
return float4(diffuseLighting.rgb + specularLighting.rgb, 1.0);
}
ENDHLSL
}
}
Fallback Off
}
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