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143 行
5.2 KiB

Shader "Hidden/HDRenderPipeline/Deferred"
{
Properties
{
// We need to be able to control the blend mode for deferred shader in case we do multiple pass
[HideInInspector] _SrcBlend("", Float) = 1
[HideInInspector] _DstBlend("", Float) = 1
[HideInInspector] _StencilMask("_StencilMask", Int) = 7
[HideInInspector] _StencilRef("", Int) = 0
[HideInInspector] _StencilCmp("", Int) = 3
}
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Stencil
{
ReadMask[_StencilMask]
Ref [_StencilRef]
Comp [_StencilCmp]
Pass Keep
}
ZWrite Off
ZTest Always
Blend [_SrcBlend] [_DstBlend], One Zero
Cull Off
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#pragma vertex Vert
#pragma fragment Frag
// Chose supported lighting architecture in case of deferred rendering
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
// Split lighting is utilized during the SSS pass.
#pragma multi_compile _ OUTPUT_SPLIT_LIGHTING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DEBUG_DISPLAY
#define USE_FPTL_LIGHTLIST // deferred opaque always use FPTL
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_DEFERRED_LIGHTING
#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"
#ifdef DEBUG_DISPLAY
#include "../Debug/DebugDisplay.hlsl"
#endif
#include "../Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
struct Outputs
{
#ifdef OUTPUT_SPLIT_LIGHTING
float4 specularLighting : SV_Target0;
float3 diffuseLighting : SV_Target1;
#else
float4 combinedLighting : SV_Target0;
#endif
};
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
return output;
}
Outputs Frag(Varyings input)
{
// This need to stay in sync with deferred.compute
// input.positionCS is SV_Position
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, 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());
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
BSDFData bsdfData;
BuiltinData builtinData;
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, builtinData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, diffuseLighting, specularLighting);
Outputs outputs;
#ifdef OUTPUT_SPLIT_LIGHTING
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outputs.specularLighting = float4(specularLighting, 1.0);
outputs.diffuseLighting = TagLightingForSSS(diffuseLighting);
}
else
{
outputs.specularLighting = float4(diffuseLighting + specularLighting, 1.0);
outputs.diffuseLighting = 0;
}
#else
outputs.combinedLighting = float4(diffuseLighting + specularLighting, 1.0);
#endif
return outputs;
}
ENDHLSL
}
}
Fallback Off
}