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109 行
4.4 KiB
109 行
4.4 KiB
Shader "Hidden/HDRenderLoop/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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}
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SubShader
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{
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Pass
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{
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ZWrite Off
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Blend Off
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Blend[_SrcBlend][_DstBlend]
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HLSLPROGRAM
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#pragma target 5.0
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#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
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#pragma vertex VertDeferred
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#pragma fragment FragDeferred
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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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//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
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// TODO: Workflow problem here, I would like to only generate variant for the LIGHTLOOP_TILE_PASS case, not the LIGHTLOOP_SINGLE_PASS case. This must be on lightloop side and include here.... (Can we codition
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#pragma multi_compile LIGHTLOOP_TILE_DIRECT LIGHTLOOP_TILE_INDIRECT LIGHTLOOP_TILE_ALL
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "Common.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 "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/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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DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
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TEXTURE2D(_CameraDepthTexture);
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SAMPLER2D(sampler_CameraDepthTexture);
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float4x4 _InvViewProjMatrix;
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struct Attributes
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{
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float3 positionOS : POSITION;
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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 VertDeferred(Attributes input)
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{
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// TODO: implement SV_vertexID full screen quad
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// Lights are draw as one fullscreen quad
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Varyings output;
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float3 positionWS = TransformObjectToWorld(input.positionOS);
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output.positionCS = TransformWorldToHClip(positionWS);
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return output;
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}
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float4 FragDeferred(Varyings input) : SV_Target
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{
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float4 unPositionSS = input.positionCS; // as input we have the vpos
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Coordinate coord = GetCoordinate(unPositionSS.xy, _ScreenSize.zw);
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// No need to manage inverse depth, this is handled by the projection matrix
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float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
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float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix);
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float3 V = GetWorldSpaceNormalizeViewDir(positionWS);
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FETCH_GBUFFER(gbuffer, _GBufferTexture, coord.unPositionSS);
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BSDFData bsdfData;
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float3 bakeDiffuseLighting;
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DECODE_FROM_GBUFFER(gbuffer, bsdfData, bakeDiffuseLighting);
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PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
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float3 diffuseLighting;
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float3 specularLighting;
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LightLoop(V, positionWS, coord, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting);
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return float4(diffuseLighting + specularLighting, 1.0);
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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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