Shader "Hidden/HDRenderPipeline/DebugViewTiles" { SubShader { Tags{ "RenderPipeline" = "HDRenderPipeline" } Pass { ZWrite Off ZTest Always Blend SrcAlpha OneMinusSrcAlpha HLSLPROGRAM #pragma target 4.5 #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag #define LIGHTLOOP_TILE_PASS #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST #pragma multi_compile SHOW_LIGHT_CATEGORIES SHOW_FEATURE_VARIANTS //------------------------------------------------------------------------------------- // Include //------------------------------------------------------------------------------------- #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" #include "../Lighting/Lighting.hlsl" // This include Material.hlsl //------------------------------------------------------------------------------------- // variable declaration //------------------------------------------------------------------------------------- uint _ViewTilesFlags; uint _NumTiles; float4 _MousePixelCoord; // xy unorm, zw norm StructuredBuffer g_TileList; Buffer g_DispatchIndirectBuffer; struct Attributes { uint vertexID : SV_VertexID; }; struct Varyings { float4 positionCS : SV_POSITION; int variant : TEXCOORD0; }; #if SHOW_FEATURE_VARIANTS Varyings Vert(uint vertexID : SV_VertexID) { uint quadIndex = vertexID / 6; uint quadVertex = vertexID - quadIndex * 6; quadVertex = (0x312210 >> (quadVertex<<2)) & 3; //remap [0,5]->[0,3] uint2 tileSize = GetTileSize(); uint variant = 0; while (quadIndex >= g_DispatchIndirectBuffer[variant * 3 + 0] && variant < NUM_FEATURE_VARIANTS) { quadIndex -= g_DispatchIndirectBuffer[variant * 3 + 0]; variant++; } uint tileIndex = g_TileList[variant * _NumTiles + quadIndex]; uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16); uint2 pixelCoord = (tileCoord + uint2((quadVertex+1) & 1, (quadVertex >> 1) & 1)) * tileSize; float2 clipCoord = (pixelCoord * _ScreenSize.zw) * 2.0 - 1.0; clipCoord.y *= -1; Varyings output; output.positionCS = float4(clipCoord, 0, 1.0); output.variant = variant; return output; } #else Varyings Vert(Attributes input) { Varyings output; output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); output.variant = 0; // unused return output; } #endif float4 AlphaBlend(float4 c0, float4 c1) // c1 over c0 { return float4(lerp(c0.rgb, c1.rgb, c1.a), c0.a + c1.a - c0.a * c1.a); } float4 OverlayHeatMap(uint2 pixCoord, uint n) { const float4 kRadarColors[12] = { float4(0.0, 0.0, 0.0, 0.0), // black float4(0.0, 0.0, 0.6, 0.5), // dark blue float4(0.0, 0.0, 0.9, 0.5), // blue float4(0.0, 0.6, 0.9, 0.5), // light blue float4(0.0, 0.9, 0.9, 0.5), // cyan float4(0.0, 0.9, 0.6, 0.5), // blueish green float4(0.0, 0.9, 0.0, 0.5), // green float4(0.6, 0.9, 0.0, 0.5), // yellowish green float4(0.9, 0.9, 0.0, 0.5), // yellow float4(0.9, 0.6, 0.0, 0.5), // orange float4(0.9, 0.0, 0.0, 0.5), // red float4(1.0, 0.0, 0.0, 0.9) // strong red }; float maxNrLightsPerTile = 31; // TODO: setup a constant for that int colorIndex = n == 0 ? 0 : (1 + (int)floor(10 * (log2((float)n) / log2(maxNrLightsPerTile)))); colorIndex = colorIndex < 0 ? 0 : colorIndex; float4 col = colorIndex > 11 ? float4(1.0, 1.0, 1.0, 1.0) : kRadarColors[colorIndex]; int2 coord = pixCoord - int2(1, 1); float4 color = float4(PositivePow(col.xyz, 2.2), 0.3 * col.w); if (n >= 0) { if (SampleDebugFontNumber(coord, n)) // Shadow color = float4(0, 0, 0, 1); if (SampleDebugFontNumber(coord + 1, n)) // Text color = float4(1, 1, 1, 1); } return color; } float4 Frag(Varyings input) : SV_Target { // 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, uint2(input.positionCS.xy) / GetTileSize()); int2 pixelCoord = posInput.positionSS.xy; int2 tileCoord = (float2)pixelCoord / GetTileSize(); int2 mouseTileCoord = _MousePixelCoord.xy / GetTileSize(); int2 offsetInTile = pixelCoord - tileCoord * GetTileSize(); int n = 0; #ifdef SHOW_LIGHT_CATEGORIES for (int category = 0; category < LIGHTCATEGORY_COUNT; category++) { uint mask = 1u << category; if (mask & _ViewTilesFlags) { uint start; uint count; GetCountAndStart(posInput, category, start, count); n += count; } } if (n == 0) n = -1; #else n = input.variant; #endif float4 result = float4(0.0, 0.0, 0.0, 0.0); // Tile overlap counter if (n >= 0) { result = OverlayHeatMap(int2(posInput.positionSS.xy) & (GetTileSize() - 1), n); } #ifdef SHOW_LIGHT_CATEGORIES // Highlight selected tile if (all(mouseTileCoord == tileCoord)) { bool border = any(offsetInTile == 0 || offsetInTile == (int)GetTileSize() - 1); float4 result2 = float4(1.0, 1.0, 1.0, border ? 1.0 : 0.5); result = AlphaBlend(result, result2); } // Print light lists for selected tile at the bottom of the screen int maxLights = 32; if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3) { float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, _MousePixelCoord.xy).x; PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord.xy, _ScreenSize.zw, depthMouse, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, mouseTileCoord); uint category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y; uint start; uint count; GetCountAndStart(mousePosInput, category, start, count); float4 result2 = float4(.1,.1,.1,.9); int2 fontCoord = int2(pixelCoord.x, offsetInTile.y); int lightListIndex = tileCoord.x - 2; int n = -1; if(tileCoord.x == 0) { n = (int)count; } else if(lightListIndex >= 0 && lightListIndex < (int)count) { n = FetchIndex(start, lightListIndex); } if (n >= 0) { if (SampleDebugFontNumber(offsetInTile, n)) result2 = float4(0.0, 0.0, 0.0, 1.0); if (SampleDebugFontNumber(offsetInTile + 1, n)) result2 = float4(1.0, 1.0, 1.0, 1.0); } result = AlphaBlend(result, result2); } #endif return result; } ENDHLSL } } Fallback Off }