Shader "Hidden/HDRenderPipeline/Deferred" { Properties { // We need to be able to control the blend mode for deferred shader in case we do multiple pass [HideInInspector] _SrcBlend("", Float) = 1 [HideInInspector] _DstBlend("", Float) = 1 [HideInInspector] _StencilMask("_StencilMask", Int) = 7 [HideInInspector] _StencilRef("", Int) = 0 [HideInInspector] _StencilCmp("", Int) = 3 } SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { Stencil { ReadMask[_StencilMask] Ref [_StencilRef] Comp [_StencilCmp] Pass Keep } ZWrite Off ZTest Always Blend [_SrcBlend] [_DstBlend], One Zero Cull Off HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag // Chose supported lighting architecture in case of deferred rendering #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS // Split lighting is utilized during the SSS pass. #pragma multi_compile _ OUTPUT_SPLIT_LIGHTING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DEBUG_DISPLAY #define USE_FPTL_LIGHTLIST // deferred opaque always use FPTL //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #include "../ShaderPass/ShaderPass.cs.hlsl" #define SHADERPASS SHADERPASS_DEFERRED_LIGHTING #include "CoreRP/ShaderLibrary/Common.hlsl" // Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new // deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem), // the deferred shader will require to use multicompile. #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl #include "../ShaderVariables.hlsl" #ifdef DEBUG_DISPLAY #include "../Debug/DebugDisplay.hlsl" #endif #include "../Lighting/Lighting.hlsl" // This include Material.hlsl //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; }; struct Outputs { #ifdef OUTPUT_SPLIT_LIGHTING float4 specularLighting : SV_Target0; float3 diffuseLighting : SV_Target1; #else float4 combinedLighting : SV_Target0; #endif }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } Outputs Frag(Varyings input) { // This need to stay in sync with deferred.compute // input.positionCS is SV_Position float depth = LOAD_TEXTURE2D(_CameraDepthTexture, input.positionCS.xy).x; PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, uint2(input.positionCS.xy) / GetTileSize()); float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); BSDFData bsdfData; BuiltinData builtinData; DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, builtinData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); float3 diffuseLighting; float3 specularLighting; LightLoop(V, posInput, preLightData, bsdfData, builtinData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, diffuseLighting, specularLighting); Outputs outputs; #ifdef OUTPUT_SPLIT_LIGHTING if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { outputs.specularLighting = float4(specularLighting, 1.0); outputs.diffuseLighting = TagLightingForSSS(diffuseLighting); } else { outputs.specularLighting = float4(diffuseLighting + specularLighting, 1.0); outputs.diffuseLighting = 0; } #else outputs.combinedLighting = float4(diffuseLighting + specularLighting, 1.0); #endif return outputs; } ENDHLSL } } Fallback Off }