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#if SHADERPASS != SHADERPASS_FORWARD
#error SHADERPASS_is_not_correctly_define
#endif
#include "VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#include "TessellationShare.hlsl"
#endif // TESSELLATION_ON
void Frag(PackedVaryingsToPS packedInput,
// YIBING BEGIN
#ifdef FORWARD_SPLIT_LIGHTING
out float4 outColor : SV_Target0, // this is outSpecular
out float4 outDiffuse : SV_Target1,
out float4 outGbuffer0 : SV_Target2,
out float4 outGbuffer2 : SV_Target3
#else
out float4 outColor : SV_Target0
#endif
//out float4 outColor : SV_Target0
// YIBING END
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : SV_Depth
#endif
)
{
FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
// input.unPositionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw, uint2(input.unPositionSS.xy) / GetTileSize());
UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput);
float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS);
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
if (_DebugLightingMode != DEBUGLIGHTINGMODE_NONE)
#endif
{
#ifdef _SURFACE_TYPE_TRANSPARENT
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
float3 diffuseLighting;
float3 specularLighting;
float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData);
LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting);
// YIBING BEGIN
// If we have split lighting it mean we are opaque (no SSS on transparent)
#ifdef FORWARD_SPLIT_LIGHTING
outColor = float4(specularLighting, 1.0);
outDiffuse = float4(diffuseLighting, 1.0);
outGbuffer0 = EncodeSplitLightingGBuffer0(surfaceData);
outGbuffer2 = EncodeSplitLightingGBuffer1(surfaceData);
#else
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
outColor = EvaluateAtmosphericScattering(posInput, outColor);
#endif
// outColor = float4(diffuseLighting + specularLighting, builtinData.opacity);
// YIBING END
}
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.depthRaw;
#endif
#ifdef DEBUG_DISPLAY
// Same code in ShaderPassForwardUnlit.shader
if (_DebugViewMaterial != 0)
{
float3 result = float3(1.0, 0.0, 1.0);
bool needLinearToSRGB = false;
GetPropertiesDataDebug(_DebugViewMaterial, result, needLinearToSRGB);
GetVaryingsDataDebug(_DebugViewMaterial, input, result, needLinearToSRGB);
GetBuiltinDataDebug(_DebugViewMaterial, builtinData, result, needLinearToSRGB);
GetSurfaceDataDebug(_DebugViewMaterial, surfaceData, result, needLinearToSRGB);
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB); // TODO: This required to initialize all field from BSDFData...
// TEMP!
// For now, the final blit in the backbuffer performs an sRGB write
// So in the meantime we apply the inverse transform to linear data to compensate.
if (!needLinearToSRGB)
result = SRGBToLinear(max(0, result));
outColor = float4(result, 1.0);
}
#endif
}