Shader "Hidden/HDRenderLoop/DebugViewMaterialGBuffer" { SubShader { Pass { ZWrite Off Blend SrcAlpha OneMinusSrcAlpha // We will lerp only the values that are valid HLSLPROGRAM #pragma target 5.0 #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev #pragma vertex VertDeferred #pragma fragment FragDeferred #include "Common.hlsl" #include "Color.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 "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.cs.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl" DECLARE_GBUFFER_TEXTURE(_GBufferTexture); TEXTURE2D(_CameraDepthTexture); SAMPLER2D(sampler_CameraDepthTexture); int _DebugViewMaterial; struct Attributes { float3 positionOS : POSITION; }; struct Varyings { float4 positionCS : SV_POSITION; }; Varyings VertDeferred(Attributes input) { // TODO: implement SV_vertexID full screen quad Varyings output; float3 positionWS = TransformObjectToWorld(input.positionOS); output.positionCS = TransformWorldToHClip(positionWS); return output; } float4 FragDeferred(Varyings input) : SV_Target { float4 unPositionSS = input.positionCS; // as input we have the vpos Coordinate coord = GetCoordinate(unPositionSS.xy, _ScreenSize.zw); float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x; FETCH_GBUFFER(gbuffer, _GBufferTexture, coord.unPositionSS); BSDFData bsdfData; float3 bakeDiffuseLighting; DECODE_FROM_GBUFFER(gbuffer, bsdfData, bakeDiffuseLighting); // Init to not expected value float3 result = float3(-666.0, 0.0, 0.0); bool needLinearToSRGB = false; if (_DebugViewMaterial == DEBUGVIEWGBUFFER_DEPTH) { float linearDepth = frac(LinearEyeDepth(depth, _ZBufferParams) * 0.1); result = linearDepth.xxx; } else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING) { result = bakeDiffuseLighting; } 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 }