#ifndef UNITY_BUILTIN_DATA_INCLUDED #define UNITY_BUILTIN_DATA_INCLUDED //----------------------------------------------------------------------------- // BuiltinData // This structure include common data that should be present in all material // and are independent from the BSDF parametrization. // Note: These parameters can be store in GBuffer if the writer wants //----------------------------------------------------------------------------- #include "CoreRP/ShaderLibrary/Debug.hlsl" // Require for GetIndexColor auto generated #include "BuiltinData.cs.hlsl" //----------------------------------------------------------------------------- // helper macro //----------------------------------------------------------------------------- #define BUILTIN_DATA_SHADOW_MASK float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3) //----------------------------------------------------------------------------- // common Encode/Decode functions //----------------------------------------------------------------------------- // Guideline for velocity buffer. // The object velocity buffer is potentially fill in several pass. // - In gbuffer pass with extra RT (Not supported currently) // - In forward prepass pass // - In dedicated velocity pass // So same velocity buffer is use for all scenario, so if deferred define a velocity buffer, the same is reuse for forward case. // THis is similar to NormalBuffer // TODO: CAUTION: current DecodeVelocity is not used in motion vector / TAA pass as it come from Postprocess stack // This will be fix when postprocess will be integrated into HD, but it mean that we must not change the // EncodeVelocity / DecodeVelocity code for now, i.e it must do nothing like it is doing currently. // Note2: Motion blur code of posptrocess stack do * 2 - 1 to uncompress velocity which is not expected, TAA is correct. // Design note: We assume that velocity/distortion fit into a single buffer (i.e not spread on several buffer) void EncodeVelocity(float2 velocity, out float4 outBuffer) { // RT - 16:16 float outBuffer = float4(velocity.xy, 0.0, 0.0); } void DecodeVelocity(float4 inBuffer, out float2 velocity) { velocity = inBuffer.xy; } void EncodeDistortion(float2 distortion, float distortionBlur, bool isValidSource, out float4 outBuffer) { // RT - 16:16:16:16 float // distortionBlur in alpha for a different blend mode outBuffer = float4(distortion, isValidSource, distortionBlur); } void DecodeDistortion(float4 inBuffer, out float2 distortion, out float distortionBlur, out bool isValidSource) { distortion = inBuffer.xy; distortionBlur = inBuffer.a; isValidSource = (inBuffer.z != 0.0); } void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB) { GetGeneratedBuiltinDataDebug(paramId, builtinData, result, needLinearToSRGB); switch (paramId) { case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING: // TODO: require a remap // TODO: we should not gamma correct, but easier to debug for now without correct high range value result = builtinData.bakeDiffuseLighting; needLinearToSRGB = true; break; case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET: result = builtinData.depthOffset.xxx * 10.0; // * 10 assuming 1 unity is 1m break; case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION: result = float3((builtinData.distortion / (abs(builtinData.distortion) + 1) + 1) * 0.5, 0.5); break; } } #endif // UNITY_BUILTIN_DATA_INCLUDED