您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
149 行
5.5 KiB
149 行
5.5 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
|
|
{
|
|
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
|
|
|
|
#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
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#ifdef SHADOWS_SHADOWMASK
|
|
TEXTURE2D(_ShadowMaskTexture);
|
|
#endif
|
|
|
|
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(_MainDepthTexture, input.positionCS.xy).x;
|
|
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, uint2(input.positionCS.xy) / GetTileSize());
|
|
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
|
|
|
|
BSDFData bsdfData;
|
|
BakeLightingData bakeLightingData;
|
|
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, bakeLightingData.bakeDiffuseLighting);
|
|
#ifdef SHADOWS_SHADOWMASK
|
|
DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask);
|
|
#endif
|
|
|
|
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
|
|
|
|
float3 diffuseLighting;
|
|
float3 specularLighting;
|
|
LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, diffuseLighting, specularLighting);
|
|
|
|
Outputs outputs;
|
|
|
|
#ifdef OUTPUT_SPLIT_LIGHTING
|
|
if (_EnableSubsurfaceScattering != 0 && PixelHasSubsurfaceScattering(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
|
|
}
|