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143 行
5.2 KiB
143 行
5.2 KiB
Shader "Hidden/HDRenderPipeline/Deferred"
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{
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Properties
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{
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// We need to be able to control the blend mode for deferred shader in case we do multiple pass
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_SrcBlend("", Float) = 1
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_DstBlend("", Float) = 1
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_StencilRef("", Int) = 0
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_StencilCmp("", Int) = 3
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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 [_StencilCmp]
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Pass Keep
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}
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ZWrite Off
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ZTest Always
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Blend [_SrcBlend] [_DstBlend], One Zero
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Cull Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal
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#pragma vertex Vert
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#pragma fragment Frag
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// Chose supported lighting architecture in case of deferred rendering
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#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
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// Split lighting is utilized during the SSS pass.
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#pragma multi_compile _ OUTPUT_SPLIT_LIGHTING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DEBUG_DISPLAY
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#define USE_FPTL_LIGHTLIST // deferred opaque always use FPTL
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#include "../Debug/DebugDisplay.hlsl"
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// 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
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// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
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// the deferred shader will require to use multicompile.
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#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
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#include "../ShaderVariables.hlsl"
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#include "../Lighting/Lighting.hlsl" // This include Material.hlsl
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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#ifdef SHADOWS_SHADOWMASK
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TEXTURE2D(_ShadowMaskTexture);
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#endif
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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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struct Outputs
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{
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#ifdef OUTPUT_SPLIT_LIGHTING
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float4 specularLighting : SV_Target0;
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float3 diffuseLighting : SV_Target1;
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#else
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float4 combinedLighting : SV_Target0;
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#endif
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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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Outputs Frag(Varyings input)
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{
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// This need to stay in sync with deferred.compute
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// input.positionCS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(input.positionCS.xy) / GetTileSize());
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float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
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UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
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float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
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BSDFData bsdfData;
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BakeLightingData bakeLightingData;
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DECODE_FROM_GBUFFER(posInput.positionSS, MATERIAL_FEATURE_MASK_FLAGS, bsdfData, bakeLightingData.bakeDiffuseLighting);
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#ifdef SHADOWS_SHADOWMASK
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DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask);
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#endif
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
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float3 diffuseLighting;
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float3 specularLighting;
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LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, LIGHT_FEATURE_MASK_FLAGS_OPAQUE, diffuseLighting, specularLighting);
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Outputs outputs;
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#ifdef OUTPUT_SPLIT_LIGHTING
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if (_EnableSSSAndTransmission != 0 && bsdfData.materialId == MATERIALID_LIT_SSS)
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{
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outputs.specularLighting = float4(specularLighting, 1.0);
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outputs.diffuseLighting = TagLightingForSSS(diffuseLighting);
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}
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else
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{
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outputs.specularLighting = float4(diffuseLighting + specularLighting, 1.0);
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outputs.diffuseLighting = 0;
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}
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#else
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outputs.combinedLighting = float4(diffuseLighting + specularLighting, 1.0);
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#endif
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return outputs;
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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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