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233 行
9.1 KiB

Shader "Hidden/HDRenderPipeline/DebugViewTiles"
{
SubShader
{
Pass
{
ZWrite Off
ZTest Always
Blend SrcAlpha OneMinusSrcAlpha
HLSLPROGRAM
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
#pragma vertex Vert
#pragma fragment Frag
#define LIGHTLOOP_TILE_PASS
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile SHOW_LIGHT_CATEGORIES SHOW_FEATURE_VARIANTS
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#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"
#include "../Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
uint _ViewTilesFlags;
uint _NumTiles;
float2 _MousePixelCoord;
StructuredBuffer<uint> g_TileList;
Buffer<uint> g_DispatchIndirectBuffer;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
int variant : TEXCOORD0;
};
#if SHOW_FEATURE_VARIANTS
Varyings Vert(uint vertexID : SV_VertexID)
{
uint quadIndex = vertexID / 6;
uint quadVertex = vertexID - quadIndex * 6;
quadVertex = (0x312210 >> (quadVertex<<2)) & 3; //remap [0,5]->[0,3]
uint2 tileSize = GetTileSize();
uint variant = 0;
while (quadIndex >= g_DispatchIndirectBuffer[variant * 3 + 0] && variant < NUM_FEATURE_VARIANTS)
{
quadIndex -= g_DispatchIndirectBuffer[variant * 3 + 0];
variant++;
}
uint tileIndex = g_TileList[variant * _NumTiles + quadIndex];
uint2 tileCoord = uint2(tileIndex & 0xFFFF, tileIndex >> 16);
uint2 pixelCoord = (tileCoord + uint2((quadVertex+1) & 1, (quadVertex >> 1) & 1)) * tileSize;
float2 clipCoord = (pixelCoord / _ScreenParams.xy) * 2.0 - 1.0;
clipCoord.y *= -1;
Varyings output;
output.positionCS = float4(clipCoord, 0, 1.0);
output.variant = variant;
return output;
}
#else
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.variant = 0; // unused
return output;
}
#endif
float4 AlphaBlend(float4 c0, float4 c1) // c1 over c0
{
return float4(lerp(c0.rgb, c1.rgb, c1.a), c0.a + c1.a - c0.a * c1.a);
}
float4 OverlayHeatMap(uint2 pixCoord, uint n)
{
const float4 kRadarColors[12] =
{
float4(0.0, 0.0, 0.0, 0.0), // black
float4(0.0, 0.0, 0.6, 0.5), // dark blue
float4(0.0, 0.0, 0.9, 0.5), // blue
float4(0.0, 0.6, 0.9, 0.5), // light blue
float4(0.0, 0.9, 0.9, 0.5), // cyan
float4(0.0, 0.9, 0.6, 0.5), // blueish green
float4(0.0, 0.9, 0.0, 0.5), // green
float4(0.6, 0.9, 0.0, 0.5), // yellowish green
float4(0.9, 0.9, 0.0, 0.5), // yellow
float4(0.9, 0.6, 0.0, 0.5), // orange
float4(0.9, 0.0, 0.0, 0.5), // red
float4(1.0, 0.0, 0.0, 0.9) // strong red
};
float maxNrLightsPerTile = 31; // TODO: setup a constant for that
int colorIndex = n == 0 ? 0 : (1 + (int)floor(10 * (log2((float)n) / log2(maxNrLightsPerTile))));
colorIndex = colorIndex < 0 ? 0 : colorIndex;
float4 col = colorIndex > 11 ? float4(1.0, 1.0, 1.0, 1.0) : kRadarColors[colorIndex];
int2 coord = pixCoord - int2(1, 1);
float4 color = float4(PositivePow(col.xyz, 2.2), 0.3 * col.w);
if (n >= 0)
{
if (SampleDebugFontNumber(coord, n)) // Shadow
color = float4(0, 0, 0, 1);
if (SampleDebugFontNumber(coord + 1, n)) // Text
color = float4(1, 1, 1, 1);
}
return color;
}
float4 Frag(Varyings input) : SV_Target
{
// positionCS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, uint2(input.positionCS.xy) / GetTileSize());
float depth = LOAD_TEXTURE2D(_MainDepthTexture, posInput.positionSS).x;
UpdatePositionInput(depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, posInput);
int2 pixelCoord = posInput.positionSS.xy;
int2 tileCoord = (float2)pixelCoord / GetTileSize();
int2 mouseTileCoord = _MousePixelCoord / GetTileSize();
int2 offsetInTile = pixelCoord - tileCoord * GetTileSize();
int n = 0;
#ifdef SHOW_LIGHT_CATEGORIES
for (int category = 0; category < LIGHTCATEGORY_COUNT; category++)
{
uint mask = 1u << category;
if (mask & _ViewTilesFlags)
{
uint start;
uint count;
GetCountAndStart(posInput, category, start, count);
n += count;
}
}
if (n == 0)
n = -1;
#else
n = input.variant;
#endif
float4 result = float4(0.0, 0.0, 0.0, 0.0);
// Tile overlap counter
if (n >= 0)
{
result = OverlayHeatMap(int2(posInput.positionSS.xy) & (GetTileSize() - 1), n);
}
#ifdef SHOW_LIGHT_CATEGORIES
// Highlight selected tile
if (all(mouseTileCoord == tileCoord))
{
bool border = any(offsetInTile == 0 || offsetInTile == (int)GetTileSize() - 1);
float4 result2 = float4(1.0, 1.0, 1.0, border ? 1.0 : 0.5);
result = AlphaBlend(result, result2);
}
// Print light lists for selected tile at the bottom of the screen
int maxLights = 32;
if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3)
{
PositionInputs mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw, mouseTileCoord);
float depthMouse = LOAD_TEXTURE2D(_MainDepthTexture, mousePosInput.positionSS).x;
UpdatePositionInput(depthMouse, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP, mousePosInput);
uint category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y;
uint start;
uint count;
GetCountAndStart(mousePosInput, category, start, count);
float4 result2 = float4(.1,.1,.1,.9);
int2 fontCoord = int2(pixelCoord.x, offsetInTile.y);
int lightListIndex = tileCoord.x - 2;
int n = -1;
if(tileCoord.x == 0)
{
n = (int)count;
}
else if(lightListIndex >= 0 && lightListIndex < (int)count)
{
n = FetchIndex(start, lightListIndex);
}
if (n >= 0)
{
if (SampleDebugFontNumber(offsetInTile, n))
result2 = float4(0.0, 0.0, 0.0, 1.0);
if (SampleDebugFontNumber(offsetInTile + 1, n))
result2 = float4(1.0, 1.0, 1.0, 1.0);
}
result = AlphaBlend(result, result2);
}
#endif
return result;
}
ENDHLSL
}
}
Fallback Off
}