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82 行
3.5 KiB
82 行
3.5 KiB
#ifndef UNITY_BUILTIN_DATA_INCLUDED
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#define UNITY_BUILTIN_DATA_INCLUDED
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//-----------------------------------------------------------------------------
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// BuiltinData
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// This structure include common data that should be present in all material
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// and are independent from the BSDF parametrization.
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// Note: These parameters can be store in GBuffer if the writer wants
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//-----------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Debug.hlsl" // Require for GetIndexColor auto generated
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#include "BuiltinData.cs.hlsl"
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//-----------------------------------------------------------------------------
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// helper macro
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//-----------------------------------------------------------------------------
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#define BUILTIN_DATA_SHADOW_MASK float4(builtinData.shadowMask0, builtinData.shadowMask1, builtinData.shadowMask2, builtinData.shadowMask3)
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//-----------------------------------------------------------------------------
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// common Encode/Decode functions
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//-----------------------------------------------------------------------------
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// Guideline for velocity buffer.
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// The object velocity buffer is potentially fill in several pass.
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// - In gbuffer pass with extra RT (Not supported currently)
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// - In forward prepass pass
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// - In dedicated velocity pass
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// So same velocity buffer is use for all scenario, so if deferred define a velocity buffer, the same is reuse for forward case.
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// THis is similar to NormalBuffer
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// TODO: CAUTION: current DecodeVelocity is not used in motion vector / TAA pass as it come from Postprocess stack
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// This will be fix when postprocess will be integrated into HD, but it mean that we must not change the
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// EncodeVelocity / DecodeVelocity code for now, i.e it must do nothing like it is doing currently.
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// Note2: Motion blur code of posptrocess stack do * 2 - 1 to uncompress velocity which is not expected, TAA is correct.
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// Design note: We assume that velocity/distortion fit into a single buffer (i.e not spread on several buffer)
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void EncodeVelocity(float2 velocity, out float4 outBuffer)
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{
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// RT - 16:16 float
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outBuffer = float4(velocity.xy, 0.0, 0.0);
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}
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void DecodeVelocity(float4 inBuffer, out float2 velocity)
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{
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velocity = inBuffer.xy;
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}
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void EncodeDistortion(float2 distortion, float distortionBlur, bool isValidSource, out float4 outBuffer)
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{
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// RT - 16:16:16:16 float
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// distortionBlur in alpha for a different blend mode
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outBuffer = float4(distortion, isValidSource, distortionBlur);
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}
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void DecodeDistortion(float4 inBuffer, out float2 distortion, out float distortionBlur, out bool isValidSource)
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{
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distortion = inBuffer.xy;
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distortionBlur = inBuffer.a;
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isValidSource = (inBuffer.z != 0.0);
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}
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void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 result, inout bool needLinearToSRGB)
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{
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GetGeneratedBuiltinDataDebug(paramId, builtinData, result, needLinearToSRGB);
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switch (paramId)
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{
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case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING:
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// TODO: require a remap
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// TODO: we should not gamma correct, but easier to debug for now without correct high range value
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result = builtinData.bakeDiffuseLighting; needLinearToSRGB = true;
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DEPTH_OFFSET:
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result = builtinData.depthOffset.xxx * 10.0; // * 10 assuming 1 unity is 1m
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break;
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case DEBUGVIEW_BUILTIN_BUILTINDATA_DISTORTION:
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result = float3((builtinData.distortion / (abs(builtinData.distortion) + 1) + 1) * 0.5, 0.5);
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break;
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}
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}
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#endif // UNITY_BUILTIN_DATA_INCLUDED
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