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#include "Decal.hlsl"
DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
void AddDecalContribution(uint2 unPositionSS, inout SurfaceData surfaceData)
{
if(_EnableDBuffer)
{
// the code in the macros, gets moved inside the conditionals by the compiler
FETCH_DBUFFER(DBuffer, _DBufferTexture, unPositionSS);
DecalSurfaceData decalSurfaceData;
DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
uint mask = UnpackByte(LOAD_TEXTURE2D(_DecalHTileTexture, unPositionSS / 8).x);
// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
if(mask & DBUFFERHTILEBIT_DIFFUSE)
{
surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
}
if(mask & DBUFFERHTILEBIT_NORMAL)
{
surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
}
if(mask & DBUFFERHTILEBIT_MASK)
{
surfaceData.metallic = surfaceData.metallic * decalSurfaceData.mask.w + decalSurfaceData.mask.x;
surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.mask.w + decalSurfaceData.mask.y;
surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
}
}
}