Shader "Hidden/Unity/GBufferDebug" { SubShader { Pass { ZWrite Off Blend One Zero HLSLPROGRAM #pragma target 5.0 #pragma only_renderers d3d11 // TEMP: unitl we go futher in dev #pragma vertex VertDeferred #pragma fragment FragDeferred // CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_DISNEYGXX #define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Debug/DebugCommon.hlsl" #include "Assets/ScriptableRenderLoop/ShaderLibrary/Color.hlsl" DECLARE_GBUFFER_TEXTURE(_CameraGBufferTexture); DECLARE_GBUFFER_BAKE_LIGHTING(_CameraGBufferTexture); Texture2D _CameraDepthTexture; float4 _ScreenSize; float _DebugMode; float4x4 _InvViewProjMatrix; struct Attributes { float3 positionOS : POSITION; }; struct Varyings { float4 positionHS : SV_POSITION; }; Varyings VertDeferred(Attributes input) { // TODO: implement SV_vertexID full screen quad // Lights are draw as one fullscreen quad Varyings output; float3 positionWS = TransformObjectToWorld(input.positionOS); output.positionHS = TransformWorldToHClip(positionWS); return output; } float4 FragDeferred(Varyings input) : SV_Target { Coordinate coord = GetCoordinate(input.positionHS.xy, _ScreenSize.zw); float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x; FETCH_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS); BSDFData bsdfData = DECODE_FROM_GBUFFER(gbuffer); float3 result = float3(1.0, 1.0, 0.0); bool outputIsLinear = false; if (_DebugMode == GBufferDebugDiffuseColor) { result = bsdfData.diffuseColor; } else if (_DebugMode == GBufferDebugNormal) { result = bsdfData.normalWS * 0.5 + 0.5; outputIsLinear = true; } else if (_DebugMode == GBufferDebugDepth) { float linearDepth = frac(LinearEyeDepth(depth, _ZBufferParams) * 0.1); result = linearDepth.xxx; outputIsLinear = true; } else if (_DebugMode == GBufferDebugBakedDiffuse) { FETCH_BAKE_LIGHTING_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS); result = DECODE_BAKE_LIGHTING_FROM_GBUFFER(gbuffer); outputIsLinear = true; } else if (_DebugMode == GBufferDebugSpecularColor) { result = bsdfData.fresnel0; } else if (_DebugMode == GBufferDebugSpecularOcclustion) { result = bsdfData.specularOcclusion.xxx; outputIsLinear = true; } else if (_DebugMode == GBufferDebugSmoothness) { result = (1.0 - bsdfData.perceptualRoughness).xxx; outputIsLinear = true; } else if (_DebugMode == GBufferDebugMaterialId) { result = bsdfData.materialId.xxx; outputIsLinear = true; } if (outputIsLinear) result = SRGBToLinear(max(0, result)); return float4(result, 1.0); } ENDHLSL } } Fallback Off }