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75 行
2.1 KiB
75 行
2.1 KiB
Shader "Hidden/HDRenderPipeline/CopyStencilBuffer"
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{
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Properties
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{
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[HideInInspector] _StencilRef("_StencilRef", Int) = 1
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}
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SubShader
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{
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Pass
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{
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Stencil
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{
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Ref [_StencilRef]
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Comp Equal
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Pass Keep
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}
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Cull Off
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ZTest Always
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ZWrite Off
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Blend Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 metal // TEMP: until we go further in dev
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#pragma multi_compile _ EXPORT_HTILE
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// #pragma enable_d3d11_debug_symbols
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#pragma vertex Vert
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#pragma fragment Frag
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#include "../../../../Core/ShaderLibrary/Packing.hlsl"
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#include "../../../ShaderVariables.hlsl"
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#include "../../../Lighting/LightDefinition.cs.hlsl"
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int _StencilRef;
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RW_TEXTURE2D(float, _HTile); // DXGI_FORMAT_R8_UINT is not supported by Unity
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_Position;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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return output;
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}
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// Force the stencil test before the UAV write.
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[earlydepthstencil]
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float4 Frag(Varyings input) : SV_Target // use SV_StencilRef in D3D 11.3+
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{
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uint2 positionSS = (uint2)input.positionCS.xy;
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#ifdef EXPORT_HTILE
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// There's no need for atomics as we are always writing the same value.
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// Note: the GCN tile size is 8x8 pixels.
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_HTile[positionSS / 8] = _StencilRef;
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#endif
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return PackByte(_StencilRef);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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