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
56 行
1.9 KiB
56 行
1.9 KiB
Shader "Hidden/HDRenderPipeline/PreIntegratedFGD"
|
|
{
|
|
SubShader {
|
|
Pass {
|
|
ZTest Always Cull Off ZWrite Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma target 4.5
|
|
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
|
|
|
|
#include "ShaderLibrary/Common.hlsl"
|
|
#include "ShaderLibrary/ImageBasedLighting.hlsl"
|
|
#include "../../../ShaderVariables.hlsl"
|
|
|
|
struct Attributes
|
|
{
|
|
uint vertexID : SV_VertexID;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float2 texCoord : TEXCOORD0;
|
|
};
|
|
|
|
Varyings Vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
|
|
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
|
|
output.texCoord = GetFullScreenTriangleTexCoord(input.vertexID);
|
|
|
|
return output;
|
|
}
|
|
|
|
float4 Frag(Varyings input) : SV_Target
|
|
{
|
|
// These coordinate sampling must match the decoding in GetPreIntegratedDFG in lit.hlsl, i.e here we use perceptualRoughness, must be the same in shader
|
|
float NdotV = input.texCoord.x;
|
|
float perceptualRoughness = input.texCoord.y;
|
|
float3 V = float3(sqrt(1 - NdotV * NdotV), 0, NdotV);
|
|
float3 N = float3(0.0, 0.0, 1.0);
|
|
|
|
// Pre integrate GGX with smithJoint visibility as well as DisneyDiffuse
|
|
float4 preFGD = IntegrateGGXAndDisneyFGD(V, N, PerceptualRoughnessToRoughness(perceptualRoughness));
|
|
|
|
return float4(preFGD.xyz, 1.0);
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
}
|
|
Fallback Off
|
|
}
|