#include "LightLoop.cs.hlsl" #define DWORD_PER_TILE 16 // See dwordsPerTile in LightLoop.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort) // LightLoopContext is not visible from Material (user should not use these properties in Material file) // It allow the lightloop to have transmit sampling information (do we use atlas, or texture array etc...) struct LightLoopContext { int sampleReflection; ShadowContext shadowContext; float contactShadow; // Currently we support only one contact shadow per view }; //----------------------------------------------------------------------------- // Cookie sampling functions // ---------------------------------------------------------------------------- // Used by directional and spot lights. float3 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index, bool repeat) { if (repeat) { // TODO: add MIP maps to combat aliasing? return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, s_linear_repeat_sampler, coord, index, 0).rgb; } else // clamp { // TODO: add MIP maps to combat aliasing? return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, s_linear_clamp_sampler, coord, index, 0).rgb; } } // Used by point lights. float3 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index) { // TODO: add MIP maps to combat aliasing? return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_CookieCubeTextures, s_linear_clamp_sampler, coord, index, 0).rgb; } //----------------------------------------------------------------------------- // Reflection probe / Sky sampling function // ---------------------------------------------------------------------------- #define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0 #define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1 // The EnvLightData of the sky light contains a bunch of compile-time constants. // This function sets them directly to allow the compiler to propagate them and optimize the code. EnvLightData InitSkyEnvLightData(int envIndex) { EnvLightData output; ZERO_INITIALIZE(EnvLightData, output); output.influenceShapeType = ENVSHAPETYPE_SKY; // 31 bit index, 1 bit cache type output.envIndex = ENVCACHETYPE_CUBEMAP | (envIndex << 1); output.influenceForward = float3(0.0, 0.0, 1.0); output.influenceUp = float3(0.0, 1.0, 0.0); output.influenceRight = float3(1.0, 0.0, 0.0); output.influencePositionRWS = float3(0.0, 0.0, 0.0); output.weight = 1.0; output.multiplier = 1.0; // proxy output.proxyForward = float3(0.0, 0.0, 1.0); output.proxyUp = float3(0.0, 1.0, 0.0); output.proxyRight = float3(1.0, 0.0, 0.0); output.minProjectionDistance = 65504.0f; return output; } bool IsEnvIndexCubemap(int index) { return (index & 1) == ENVCACHETYPE_CUBEMAP; } bool IsEnvIndexTexture2D(int index) { return (index & 1) == ENVCACHETYPE_TEXTURE2D; } // Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?) // EnvIndex can also be use to fetch in another array of struct (to atlas information etc...). // Cubemap : texCoord = direction vector // Texture2D : texCoord = projectedPositionWS - lightData.capturePosition float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod) { // 31 bit index, 1 bit cache type uint cacheType = index & 1; index = index >> 1; float4 color = float4(0.0, 0.0, 0.0, 1.0); // This code will be inlined as lightLoopContext is hardcoded in the light loop if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES) { if (cacheType == ENVCACHETYPE_TEXTURE2D) { //_Env2DCaptureVP is in capture space float3 ndc = ComputeNormalizedDeviceCoordinatesWithZ(texCoord, _Env2DCaptureVP[index]); color.rgb = SAMPLE_TEXTURE2D_ARRAY_LOD(_Env2DTextures, s_trilinear_clamp_sampler, ndc.xy, index, lod).rgb; color.a = any(ndc.xyz < 0) || any(ndc.xyz > 1) ? 0.0 : 1.0; } else if (cacheType == ENVCACHETYPE_CUBEMAP) { color.rgb = SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvCubemapTextures, s_trilinear_clamp_sampler, texCoord, index, lod).rgb; } } else // SINGLE_PASS_SAMPLE_SKY { color.rgb = SampleSkyTexture(texCoord, lod).rgb; } return color; } //----------------------------------------------------------------------------- // Single Pass and Tile Pass // ---------------------------------------------------------------------------- #ifdef LIGHTLOOP_TILE_PASS // Calculate the offset in global light index light for current light category int GetTileOffset(PositionInputs posInput, uint lightCategory) { uint2 tileIndex = posInput.tileCoord; return (tileIndex.y + lightCategory * _NumTileFtplY) * _NumTileFtplX + tileIndex.x; } void GetCountAndStartTile(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) { const int tileOffset = GetTileOffset(posInput, lightCategory); // The first entry inside a tile is the number of light for lightCategory (thus the +0) lightCount = g_vLightListGlobal[DWORD_PER_TILE * tileOffset + 0] & 0xffff; start = tileOffset; } #ifdef USE_FPTL_LIGHTLIST uint GetTileSize() { return TILE_SIZE_FPTL; } void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) { GetCountAndStartTile(posInput, lightCategory, start, lightCount); } uint FetchIndex(uint tileOffset, uint lightIndex) { const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light // Light index are store on 16bit return (g_vLightListGlobal[DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1)] >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff; } #elif defined(USE_CLUSTERED_LIGHTLIST) #include "ClusteredUtils.hlsl" uint GetTileSize() { return TILE_SIZE_CLUSTERED; } float GetLightClusterMinLinearDepth(uint2 tileIndex, uint clusterIndex) { float logBase = g_fClustBase; if (g_isLogBaseBufferEnabled) { // XRTODO: Stereo-ize access to g_logBaseBuffer logBase = g_logBaseBuffer[tileIndex.y * _NumTileClusteredX + tileIndex.x]; } return ClusterIdxToZFlex(clusterIndex, logBase, g_isLogBaseBufferEnabled != 0); } uint GetLightClusterIndex(uint2 tileIndex, float linearDepth) { float logBase = g_fClustBase; if (g_isLogBaseBufferEnabled) { const uint logBaseIndex = GenerateLogBaseBufferIndex(tileIndex, _NumTileClusteredX, _NumTileClusteredY, unity_StereoEyeIndex); logBase = g_logBaseBuffer[logBaseIndex]; } return SnapToClusterIdxFlex(linearDepth, logBase, g_isLogBaseBufferEnabled != 0); } void GetCountAndStartCluster(uint2 tileIndex, uint clusterIndex, uint lightCategory, out uint start, out uint lightCount) { int nrClusters = (1 << g_iLog2NumClusters); const int idx = GenerateLayeredOffsetBufferIndex(lightCategory, tileIndex, clusterIndex, _NumTileClusteredX, _NumTileClusteredY, nrClusters, unity_StereoEyeIndex); uint dataPair = g_vLayeredOffsetsBuffer[idx]; start = dataPair & 0x7ffffff; lightCount = (dataPair >> 27) & 31; } void GetCountAndStartCluster(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) { // Note: XR depends on unity_StereoEyeIndex already being defined, // which means ShaderVariables.hlsl needs to be defined ahead of this! uint2 tileIndex = posInput.tileCoord; uint clusterIndex = GetLightClusterIndex(tileIndex, posInput.linearDepth); GetCountAndStartCluster(tileIndex, clusterIndex, lightCategory, start, lightCount); } void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount) { GetCountAndStartCluster(posInput, lightCategory, start, lightCount); } uint FetchIndex(uint tileOffset, uint lightIndex) { return g_vLightListGlobal[tileOffset + lightIndex]; } #endif // USE_FPTL_LIGHTLIST #else uint GetTileSize() { return 1; } uint FetchIndex(uint globalOffset, uint lightIndex) { return globalOffset + lightIndex; } #endif // LIGHTLOOP_TILE_PASS uint FetchIndexWithBoundsCheck(uint start, uint count, uint i) { if (i < count) { return FetchIndex(start, i); } else { return UINT_MAX; } } LightData FetchLight(uint start, uint i) { int j = FetchIndex(start, i); return _LightDatas[j]; } EnvLightData FetchEnvLight(uint start, uint i) { int j = FetchIndex(start, i); return _EnvLightDatas[j]; } // We always fetch the screen space shadow texture to reduce the number of shader variant, overhead is negligible, // it is a 1x1 white texture if deferred directional shadow and/or contact shadow are disabled // We perform a single featch a the beginning of the lightloop float InitContactShadow(PositionInputs posInput) { // For now we only support one contact shadow // Contactshadow is store in Green Channel of _DeferredShadowTexture return LOAD_TEXTURE2D(_DeferredShadowTexture, posInput.positionSS).y; } float GetContactShadow(LightLoopContext lightLoopContext, int contactShadowIndex) { return contactShadowIndex >= 0 ? lightLoopContext.contactShadow : 1.0; }