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105 行
3.9 KiB
105 行
3.9 KiB
Shader "Hidden/HDRenderLoop/DebugViewMaterialGBuffer"
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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 SrcAlpha OneMinusSrcAlpha // We will lerp only the values that are valid
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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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#include "Common.hlsl"
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#include "Color.hlsl"
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// 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
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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/Debug/DebugViewMaterial.cs.hlsl"
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#include "Assets/ScriptableRenderLoop/HDRenderLoop/Material/Material.hlsl"
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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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int _DebugViewMaterial;
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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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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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float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x;
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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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// Init to not expected value
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float3 result = float3(-666.0, 0.0, 0.0);
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bool needLinearToSRGB = false;
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if (_DebugViewMaterial == DEBUGVIEWGBUFFER_DEPTH)
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{
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float linearDepth = frac(LinearEyeDepth(depth, _ZBufferParams) * 0.1);
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result = linearDepth.xxx;
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}
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else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING)
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{
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result = bakeDiffuseLighting;
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}
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GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB);
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// 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.
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// The forward debug pass will write its value and then the deferred will overwrite only touched texels.
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if (result.x == -666.0)
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{
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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else
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{
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// TEMP!
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// For now, the final blit in the backbuffer performs an sRGB write
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// So in the meantime we apply the inverse transform to linear data to compensate.
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if (!needLinearToSRGB)
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result = SRGBToLinear(max(0, result));
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return float4(result, 1.0);
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}
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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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