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337 行
11 KiB
337 行
11 KiB
#include "LightLoop.cs.hlsl"
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#include "../../Sky/SkyVariables.hlsl"
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StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
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#define DWORD_PER_TILE 16 // See dwordsPerTile in LightLoop.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort)
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#define MAX_ENV2D_LIGHT 32
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CBUFFER_START(UnityTilePass)
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uint _NumTileFtplX;
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uint _NumTileFtplY;
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// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
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// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
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//#ifdef USE_CLUSTERED_LIGHTLIST
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float4x4 g_mInvScrProjection; // TODO: remove, unused in HDRP
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float g_fClustScale;
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float g_fClustBase;
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float g_fNearPlane;
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float g_fFarPlane;
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int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
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uint g_isLogBaseBufferEnabled;
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//#endif
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//#ifdef USE_CLUSTERED_LIGHTLIST
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uint _NumTileClusteredX;
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uint _NumTileClusteredY;
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CBUFFER_END
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StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity
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StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
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//#endif
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#ifdef USE_INDIRECT
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StructuredBuffer<uint> g_TileFeatureFlags;
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#endif
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StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
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StructuredBuffer<LightData> _LightDatas;
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StructuredBuffer<EnvLightData> _EnvLightDatas;
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StructuredBuffer<ShadowData> _ShadowDatas;
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// Used by directional and spot lights
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TEXTURE2D_ARRAY(_CookieTextures);
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// Used by point lights
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TEXTURECUBE_ARRAY_ABSTRACT(_CookieCubeTextures);
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// Use texture array for reflection (or LatLong 2D array for mobile)
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TEXTURECUBE_ARRAY_ABSTRACT(_EnvCubemapTextures);
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TEXTURE2D_ARRAY(_Env2DTextures);
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float4x4 _Env2DCaptureVP[MAX_ENV2D_LIGHT];
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// XRTODO: Need to stereo-ize access
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TEXTURE2D(_DeferredShadowTexture);
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CBUFFER_START(UnityPerLightLoop)
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uint _DirectionalLightCount;
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uint _PunctualLightCount;
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uint _AreaLightCount;
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uint _EnvLightCount;
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uint _EnvProxyCount;
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int _EnvLightSkyEnabled; // TODO: make it a bool
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CBUFFER_END
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// LightLoopContext is not visible from Material (user should not use these properties in Material file)
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// It allow the lightloop to have transmit sampling information (do we use atlas, or texture array etc...)
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struct LightLoopContext
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{
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int sampleReflection;
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ShadowContext shadowContext;
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float contactShadow; // Currently we support only one contact shadow per view
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};
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//-----------------------------------------------------------------------------
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// Cookie sampling functions
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// ----------------------------------------------------------------------------
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// Used by directional and spot lights.
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float3 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index, bool repeat)
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{
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if (repeat)
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{
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// TODO: add MIP maps to combat aliasing?
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return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, s_linear_repeat_sampler, coord, index, 0).rgb;
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}
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else // clamp
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{
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// TODO: add MIP maps to combat aliasing?
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return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, s_linear_clamp_sampler, coord, index, 0).rgb;
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}
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}
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// Used by point lights.
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float3 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index)
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{
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// TODO: add MIP maps to combat aliasing?
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return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_CookieCubeTextures, s_linear_clamp_sampler, coord, index, 0).rgb;
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}
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//-----------------------------------------------------------------------------
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// Reflection probe / Sky sampling function
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// ----------------------------------------------------------------------------
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#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
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#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
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// The EnvLightData of the sky light contains a bunch of compile-time constants.
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// This function sets them directly to allow the compiler to propagate them and optimize the code.
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EnvLightData InitSkyEnvLightData(int envIndex)
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{
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EnvLightData output;
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ZERO_INITIALIZE(EnvLightData, output);
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output.influenceShapeType = ENVSHAPETYPE_SKY;
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// 31 bit index, 1 bit cache type
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output.envIndex = ENVCACHETYPE_CUBEMAP | (envIndex << 1);
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output.influenceForward = float3(0.0, 0.0, 1.0);
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output.influenceUp = float3(0.0, 1.0, 0.0);
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output.influenceRight = float3(1.0, 0.0, 0.0);
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output.influencePositionRWS = float3(0.0, 0.0, 0.0);
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output.weight = 1.0;
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output.multiplier = 1.0;
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// proxy
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output.proxyForward = float3(0.0, 0.0, 1.0);
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output.proxyUp = float3(0.0, 1.0, 0.0);
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output.proxyRight = float3(1.0, 0.0, 0.0);
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output.minProjectionDistance = 65504.0f;
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return output;
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}
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bool IsEnvIndexCubemap(int index) { return (index & 1) == ENVCACHETYPE_CUBEMAP; }
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bool IsEnvIndexTexture2D(int index) { return (index & 1) == ENVCACHETYPE_TEXTURE2D; }
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// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?)
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// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
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// Cubemap : texCoord = direction vector
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// Texture2D : texCoord = projectedPositionWS - lightData.capturePosition
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float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod)
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{
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// 31 bit index, 1 bit cache type
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uint cacheType = index & 1;
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index = index >> 1;
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float4 color = float4(0.0, 0.0, 0.0, 1.0);
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// This code will be inlined as lightLoopContext is hardcoded in the light loop
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if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
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{
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if (cacheType == ENVCACHETYPE_TEXTURE2D)
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{
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//_Env2DCaptureVP is in capture space
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float3 ndc = ComputeNormalizedDeviceCoordinatesWithZ(texCoord, _Env2DCaptureVP[index]);
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color.rgb = SAMPLE_TEXTURE2D_ARRAY_LOD(_Env2DTextures, s_trilinear_clamp_sampler, ndc.xy, index, lod).rgb;
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color.a = any(ndc.xyz < 0) || any(ndc.xyz > 1) ? 0.0 : 1.0;
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}
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else if (cacheType == ENVCACHETYPE_CUBEMAP)
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{
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color.rgb = SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvCubemapTextures, s_trilinear_clamp_sampler, texCoord, index, lod).rgb;
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}
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}
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else // SINGLE_PASS_SAMPLE_SKY
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{
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color.rgb = SampleSkyTexture(texCoord, lod).rgb;
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}
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return color;
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}
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//-----------------------------------------------------------------------------
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// Single Pass and Tile Pass
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// ----------------------------------------------------------------------------
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#ifdef LIGHTLOOP_TILE_PASS
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// Calculate the offset in global light index light for current light category
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int GetTileOffset(PositionInputs posInput, uint lightCategory)
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{
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uint2 tileIndex = posInput.tileCoord;
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return (tileIndex.y + lightCategory * _NumTileFtplY) * _NumTileFtplX + tileIndex.x;
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}
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void GetCountAndStartTile(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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const int tileOffset = GetTileOffset(posInput, lightCategory);
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// The first entry inside a tile is the number of light for lightCategory (thus the +0)
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lightCount = g_vLightListGlobal[DWORD_PER_TILE * tileOffset + 0] & 0xffff;
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start = tileOffset;
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}
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#ifdef USE_FPTL_LIGHTLIST
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uint GetTileSize()
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{
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return TILE_SIZE_FPTL;
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}
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void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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GetCountAndStartTile(posInput, lightCategory, start, lightCount);
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}
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uint FetchIndex(uint tileOffset, uint lightIndex)
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{
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const uint lightIndexPlusOne = lightIndex + 1; // Add +1 as first slot is reserved to store number of light
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// Light index are store on 16bit
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return (g_vLightListGlobal[DWORD_PER_TILE * tileOffset + (lightIndexPlusOne >> 1)] >> ((lightIndexPlusOne & 1) * DWORD_PER_TILE)) & 0xffff;
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}
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#elif defined(USE_CLUSTERED_LIGHTLIST)
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#include "ClusteredUtils.hlsl"
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uint GetTileSize()
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{
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return TILE_SIZE_CLUSTERED;
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}
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float GetLightClusterMinLinearDepth(uint2 tileIndex, uint clusterIndex)
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{
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float logBase = g_fClustBase;
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if (g_isLogBaseBufferEnabled)
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{
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// XRTODO: Stereo-ize access to g_logBaseBuffer
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logBase = g_logBaseBuffer[tileIndex.y * _NumTileClusteredX + tileIndex.x];
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}
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return ClusterIdxToZFlex(clusterIndex, logBase, g_isLogBaseBufferEnabled != 0);
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}
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uint GetLightClusterIndex(uint2 tileIndex, float linearDepth)
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{
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float logBase = g_fClustBase;
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if (g_isLogBaseBufferEnabled)
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{
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const uint logBaseIndex = GenerateLogBaseBufferIndex(tileIndex, _NumTileClusteredX, _NumTileClusteredY, unity_StereoEyeIndex);
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logBase = g_logBaseBuffer[logBaseIndex];
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}
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return SnapToClusterIdxFlex(linearDepth, logBase, g_isLogBaseBufferEnabled != 0);
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}
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void GetCountAndStartCluster(uint2 tileIndex, uint clusterIndex, uint lightCategory, out uint start, out uint lightCount)
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{
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int nrClusters = (1 << g_iLog2NumClusters);
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const int idx = GenerateLayeredOffsetBufferIndex(lightCategory, tileIndex, clusterIndex, _NumTileClusteredX, _NumTileClusteredY, nrClusters, unity_StereoEyeIndex);
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uint dataPair = g_vLayeredOffsetsBuffer[idx];
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start = dataPair & 0x7ffffff;
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lightCount = (dataPair >> 27) & 31;
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}
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void GetCountAndStartCluster(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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// Note: XR depends on unity_StereoEyeIndex already being defined,
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// which means ShaderVariables.hlsl needs to be defined ahead of this!
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uint2 tileIndex = posInput.tileCoord;
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uint clusterIndex = GetLightClusterIndex(tileIndex, posInput.linearDepth);
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GetCountAndStartCluster(tileIndex, clusterIndex, lightCategory, start, lightCount);
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}
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void GetCountAndStart(PositionInputs posInput, uint lightCategory, out uint start, out uint lightCount)
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{
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GetCountAndStartCluster(posInput, lightCategory, start, lightCount);
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}
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uint FetchIndex(uint tileOffset, uint lightIndex)
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{
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return g_vLightListGlobal[tileOffset + lightIndex];
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}
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#endif // USE_FPTL_LIGHTLIST
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#else
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uint GetTileSize()
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{
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return 1;
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}
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uint FetchIndex(uint globalOffset, uint lightIndex)
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{
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return globalOffset + lightIndex;
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}
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#endif // LIGHTLOOP_TILE_PASS
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uint FetchIndexWithBoundsCheck(uint start, uint count, uint i)
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{
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if (i < count)
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{
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return FetchIndex(start, i);
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}
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else
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{
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return UINT_MAX;
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}
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}
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LightData FetchLight(uint start, uint i)
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{
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int j = FetchIndex(start, i);
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return _LightDatas[j];
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}
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EnvLightData FetchEnvLight(uint start, uint i)
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{
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int j = FetchIndex(start, i);
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return _EnvLightDatas[j];
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}
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// We always fetch the screen space shadow texture to reduce the number of shader variant, overhead is negligible,
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// it is a 1x1 white texture if deferred directional shadow and/or contact shadow are disabled
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// We perform a single featch a the beginning of the lightloop
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float InitContactShadow(PositionInputs posInput)
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{
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// For now we only support one contact shadow
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// Contactshadow is store in Green Channel of _DeferredShadowTexture
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return LOAD_TEXTURE2D(_DeferredShadowTexture, posInput.positionSS).y;
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}
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float GetContactShadow(LightLoopContext lightLoopContext, int contactShadowIndex)
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{
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return contactShadowIndex >= 0 ? lightLoopContext.contactShadow : 1.0;
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}
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