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#include "CoreRP/ShaderLibrary/Debug.hlsl"
#include "Decal.cs.hlsl"
#define DBufferType0 float4
#define DBufferType1 float4
#define DBufferType2 float4
#ifdef _DECALS_4RT
#define DBufferType3 float2
#define OUTPUT_DBUFFER(NAME) \
out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out DBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out DBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
out DBufferType3 MERGE_NAME(NAME, 3) : SV_Target3
#define DECLARE_DBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2)); \
TEXTURE2D(MERGE_NAME(NAME, 3));
#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
DBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
DBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \
DBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2);
#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), MERGE_NAME(NAME,3))
#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), MERGE_NAME(NAME,3), DECAL_SURFACE_DATA)
#else
#define OUTPUT_DBUFFER(NAME) \
out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
out DBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
out DBufferType2 MERGE_NAME(NAME, 2) : SV_Target2
#define DECLARE_DBUFFER_TEXTURE(NAME) \
TEXTURE2D(MERGE_NAME(NAME, 0)); \
TEXTURE2D(MERGE_NAME(NAME, 1)); \
TEXTURE2D(MERGE_NAME(NAME, 2));
#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
DBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
DBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2);
#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), DECAL_SURFACE_DATA)
#endif
CBUFFER_START(UnityDecalParameters)
uint _EnableDBuffer;
float2 _DecalAtlasResolution;
CBUFFER_END
UNITY_INSTANCING_BUFFER_START(Decal)
UNITY_DEFINE_INSTANCED_PROP(float4x4, _NormalToWorld)
UNITY_INSTANCING_BUFFER_END(matrix)
RW_TEXTURE2D(float, _DecalHTile); // DXGI_FORMAT_R8_UINT is not supported by Unity
TEXTURE2D(_DecalHTileTexture);
uint _DecalCount;
StructuredBuffer<DecalData> _DecalDatas;
TEXTURE2D_ARRAY(_DecalAtlas);
SAMPLER(sampler_DecalAtlas);
TEXTURE2D(_DecalAtlas2D);
SAMPLER(_trilinear_clamp_sampler_DecalAtlas2D);
// Must be in sync with RT declared in HDRenderPipeline.cs ::Rebuild
void EncodeIntoDBuffer( DecalSurfaceData surfaceData
, out DBufferType0 outDBuffer0
, out DBufferType1 outDBuffer1
, out DBufferType2 outDBuffer2
#ifdef _DECALS_4RT
, out DBufferType3 outDBuffer3
#endif
)
{
outDBuffer0 = surfaceData.baseColor;
outDBuffer1 = surfaceData.normalWS;
outDBuffer2 = surfaceData.mask;
#ifdef _DECALS_4RT
outDBuffer3 = surfaceData.MAOSBlend;
#endif
}
void DecodeFromDBuffer(
DBufferType0 inDBuffer0
, DBufferType1 inDBuffer1
, DBufferType2 inDBuffer2
#ifdef _DECALS_4RT
, DBufferType3 inDBuffer3
#endif
, out DecalSurfaceData surfaceData
)
{
ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
surfaceData.baseColor = inDBuffer0;
surfaceData.normalWS.xyz = inDBuffer1.xyz * 2.0f - 1.0f;
surfaceData.normalWS.w = inDBuffer1.w;
surfaceData.mask = inDBuffer2;
#ifdef _DECALS_4RT
surfaceData.MAOSBlend = inDBuffer3;
#else
surfaceData.MAOSBlend = float2(surfaceData.mask.w, surfaceData.mask.w);
#endif
}