Shader "Hidden/HDRenderPipeline/DebugViewMaterialGBuffer" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { ZWrite Off HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag #pragma multi_compile _ SHADOWS_SHADOWMASK #include "CoreRP/ShaderLibrary/Common.hlsl" // CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl #include "../ShaderVariables.hlsl" #define DEBUG_DISPLAY #include "../Debug/DebugDisplay.hlsl" #include "../Material/Material.hlsl" #ifdef SHADOWS_SHADOWMASK TEXTURE2D(_ShadowMaskTexture); #endif struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; }; Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); return output; } float4 Frag(Varyings input) : SV_Target { // 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_V); BSDFData bsdfData; BakeLightingData bakeLightingData; DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, bakeLightingData.bakeDiffuseLighting); #ifdef SHADOWS_SHADOWMASK DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask); #endif // Init to not expected value float3 result = float3(-666.0, 0.0, 0.0); bool needLinearToSRGB = false; if (_DebugViewMaterial == DEBUGVIEWGBUFFER_DEPTH) { float linearDepth = frac(posInput.linearDepth * 0.1); result = linearDepth.xxx; } // Caution: This value is not the same than the builtin data bakeDiffuseLighting. It also include emissive and multiply by the albedo else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE) { result = bakeLightingData.bakeDiffuseLighting;; result *= exp2(_DebugExposure); needLinearToSRGB = true; } #ifdef SHADOWS_SHADOWMASK else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK0) { result = bakeLightingData.bakeShadowMask.xxx; } else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK1) { result = bakeLightingData.bakeShadowMask.yyy; } else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK2) { result = bakeLightingData.bakeShadowMask.zzz; } else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK3) { result = bakeLightingData.bakeShadowMask.www; } #endif GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // f we haven't touch result, we don't blend it. This allow to have the GBuffer debug pass working with the regular forward debug pass. // The forward debug pass will write its value and then the deferred will overwrite only touched texels. if (result.x == -666.0) { return float4(0.0, 0.0, 0.0, 0.0); } else { // TEMP! // For now, the final blit in the backbuffer performs an sRGB write // So in the meantime we apply the inverse transform to linear data to compensate. if (!needLinearToSRGB) result = SRGBToLinear(max(0, result)); return float4(result, 1.0); } } ENDHLSL } } Fallback Off }