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105 行
3.9 KiB

Shader "Hidden/HDRenderLoop/DebugViewMaterialGBuffer"
{
SubShader
{
Pass
{
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha // We will lerp only the values that are valid
HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex VertDeferred
#pragma fragment FragDeferred
#include "Common.hlsl"
#include "Color.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderConfig.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/ShaderVariables.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Debug/DebugViewMaterial.cs.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
int _DebugViewMaterial;
struct Attributes
{
float3 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings VertDeferred(Attributes input)
{
// TODO: implement SV_vertexID full screen quad
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
float4 FragDeferred(Varyings input) : SV_Target
{
float4 unPositionSS = input.positionCS; // as input we have the vpos
Coordinate coord = GetCoordinate(unPositionSS.xy, _ScreenSize.zw);
float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x;
FETCH_GBUFFER(gbuffer, _GBufferTexture, coord.unPositionSS);
BSDFData bsdfData;
float3 bakeDiffuseLighting;
DECODE_FROM_GBUFFER(gbuffer, bsdfData, bakeDiffuseLighting);
// Init to not expected value
float3 result = float3(-666.0, 0.0, 0.0);
bool needLinearToSRGB = false;
if (_DebugViewMaterial == DEBUGVIEWGBUFFER_DEPTH)
{
float linearDepth = frac(LinearEyeDepth(depth, _ZBufferParams) * 0.1);
result = linearDepth.xxx;
}
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING)
{
result = bakeDiffuseLighting;
}
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB);
// f we haven't touch result, we don't blend it. This allow to have the GBuffer debug pass working with the regular forward debug pass.
// The forward debug pass will write its value and then the deferred will overwrite only touched texels.
if (result.x == -666.0)
{
return float4(0.0, 0.0, 0.0, 0.0);
}
else
{
// 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));
return float4(result, 1.0);
}
}
ENDHLSL
}
}
Fallback Off
}