Shader "Hidden/Internal-Obscurity" { Properties { _LightTexture0 ("", any) = "" {} _ShadowMapTexture ("", any) = "" {} _SrcBlend ("", Float) = 1 _DstBlend ("", Float) = 1 } SubShader { Pass { ZWrite Off ZTest Always Cull Off Blend Off //Blend [_SrcBlend] [_DstBlend] CGPROGRAM #pragma target 5.0 #pragma vertex vert #pragma fragment frag //#include "UnityCG.cginc" //#include "UnityPBSLighting.cginc" //#include "UnityDeferredLibrary.cginc" #include "UnityCG.cginc" #include "UnityStandardBRDF.cginc" #include "UnityStandardUtils.cginc" #include "UnityPBSLighting.cginc" #include "..\common\ShaderBase.h" #include "LightDefinitions.cs" uniform float4x4 g_mViewToWorld; uniform float4x4 g_mInvScrProjection; uniform float4x4 g_mScrProjection; uniform float g_flipVertical; // giant temp hack, see DoTiledDeferredLighting() Texture2D _CameraDepthTexture; Texture2D _CameraGBufferTexture0; Texture2D _CameraGBufferTexture1; Texture2D _CameraGBufferTexture2; //UNITY_DECLARE_TEX2D(_LightTextureB0); sampler2D _LightTextureB0; UNITY_DECLARE_TEX2DARRAY(_spotCookieTextures); UNITY_DECLARE_TEXCUBEARRAY(_pointCookieTextures); StructuredBuffer g_vLightList; StructuredBuffer g_vLightData; float GetLinearDepth(float3 vP) { Vec3 var = 1.0; //float4 v4Pres = mul(float4(vP,1.0), g_mInvScrProjection); float4 v4Pres = mul(g_mInvScrProjection, float4(vP,1.0)); return v4Pres.z / v4Pres.w; } float3 GetViewPosFromLinDepth(float2 v2ScrPos, float fLinDepth) { float fSx = g_mScrProjection[0].x; //float fCx = g_mScrProjection[2].x; float fCx = g_mScrProjection[0].z; float fSy = g_mScrProjection[1].y; //float fCy = g_mScrProjection[2].y; float fCy = g_mScrProjection[1].z; #ifdef LEFT_HAND_COORDINATES return fLinDepth*float3( ((v2ScrPos.x-fCx)/fSx), ((v2ScrPos.y-fCy)/fSy), 1.0 ); #else return fLinDepth*float3( -((v2ScrPos.x+fCx)/fSx), -((v2ScrPos.y+fCy)/fSy), 1.0 ); #endif } uint FetchLightCount(const uint tileOffs) { return g_vLightList[ 16*tileOffs + 0]&0xffff; } uint FetchIndex(const uint tileOffs, const uint l) { const uint l1 = l+1; return (g_vLightList[ 16*tileOffs + (l1>>1)]>>((l1&1)*16))&0xffff; } float3 ExecuteLightList(uint2 pixCoord, const uint offs); float3 OverlayHeatMap(uint uNumLights, float3 c); struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; }; v2f vert (float4 vertex : POSITION, float2 texcoord : TEXCOORD0) { v2f o; o.vertex = UnityObjectToClipPos(vertex); o.texcoord = texcoord.xy; return o; } half4 frag (v2f i) : SV_Target { uint2 pixCoord = ((uint2) i.vertex.xy); uint iWidth; uint iHeight; _CameraDepthTexture.GetDimensions(iWidth, iHeight); uint nrTilesX = (iWidth+15)/16; uint nrTilesY = (iHeight+15)/16; if (g_flipVertical > 0) pixCoord.y = (iHeight-1) - pixCoord.y; uint2 tileIDX = pixCoord / 16; const int offs = tileIDX.y*nrTilesX+tileIDX.x; float3 c = ExecuteLightList(pixCoord, offs); //c = OverlayHeatMap(FetchLightCount(offs), c); return float4(c,1.0); //return float4(pow(c,1/2.2),1.0); } struct UnityStandardData { float3 specularColor; float3 diffuseColor; float3 normalWorld; float smoothness; }; UnityStandardData UnityStandardDataFromGbuffer(float4 gbuffer0, float4 gbuffer1, float4 gbuffer2) { UnityStandardData data; data.normalWorld = normalize(2*gbuffer2.xyz-1); data.smoothness = gbuffer1.a; data.diffuseColor = gbuffer0.xyz; data.specularColor = gbuffer1.xyz; float ao = gbuffer0.a; return data; } float3 ExecuteLightList(uint2 pixCoord, const uint offs) { float3 v3ScrPos = float3(pixCoord.x+0.5, pixCoord.y+0.5, FetchDepth(_CameraDepthTexture, pixCoord.xy).x); float linDepth = GetLinearDepth(v3ScrPos); float3 vP = GetViewPosFromLinDepth(v3ScrPos.xy, linDepth); float3 vWSpaceVDir = normalize(mul((float3x3) g_mViewToWorld, -vP).xyz); //unity_CameraToWorld float4 gbuffer0 = _CameraGBufferTexture0.Load( uint3(pixCoord.xy, 0) ); float4 gbuffer1 = _CameraGBufferTexture1.Load( uint3(pixCoord.xy, 0) ); float4 gbuffer2 = _CameraGBufferTexture2.Load( uint3(pixCoord.xy, 0) ); UnityStandardData data = UnityStandardDataFromGbuffer(gbuffer0, gbuffer1, gbuffer2); float oneMinusReflectivity = 1.0 - SpecularStrength(data.specularColor.rgb); UnityIndirect ind; UNITY_INITIALIZE_OUTPUT(UnityIndirect, ind); ind.diffuse = 0; ind.specular = 0; float3 ints = 0; const uint uNrLights = FetchLightCount(offs); uint l=0; // we need this outer loop for when we cannot assume a wavefront is 64 wide // since in this case we cannot assume the lights will remain sorted by type // during processing in lightlist_cs.hlsl #if !defined(XBONE) && !defined(PLAYSTATION4) while(l0.0); // finally apply this to the dist att. UnityLight light; light.color.xyz = lgtDat.vCol.xyz*atten; light.dir.xyz = mul((float3x3) g_mViewToWorld, vL).xyz; //unity_CameraToWorld light.ndotl = LambertTerm(data.normalWorld, light.dir.xyz); ints += UNITY_BRDF_PBS (data.diffuseColor, data.specularColor, oneMinusReflectivity, data.smoothness, data.normalWorld, vWSpaceVDir, light, ind); ++l; uIndex = l=MAX_TYPES) ++l; if(uLgtType!=SPOT_LIGHT && uLgtType!=SPHERE_LIGHT) ++l; #endif } return ints; } float3 OverlayHeatMap(uint uNumLights, float3 c) { ///////////////////////////////////////////////////////////////////// // 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 fMaxNrLightsPerTile = 24; int nColorIndex = uNumLights==0 ? 0 : (1 + (int) floor(10 * (log2((float)uNumLights) / log2(fMaxNrLightsPerTile))) ); nColorIndex = nColorIndex<0 ? 0 : nColorIndex; float4 col = nColorIndex>11 ? float4(1.0,1.0,1.0,1.0) : kRadarColors[nColorIndex]; return lerp(c, pow(col.xyz, 2.2), 0.3*col.w); } ENDCG } } Fallback Off }