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109 行
4.4 KiB

Shader "Hidden/HDRenderLoop/Deferred"
{
Properties
{
// We need to be able to control the blend mode for deferred shader in case we do multiple pass
_SrcBlend("", Float) = 1
_DstBlend("", Float) = 1
}
SubShader
{
Pass
{
ZWrite Off
Blend Off
Blend[_SrcBlend][_DstBlend]
HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex Vert
#pragma fragment Frag
// Chose supported lighting architecture in case of deferred rendering
#pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
// TODO: Workflow problem here, I would like to only generate variant for the LIGHTLOOP_TILE_PASS case, not the LIGHTLOOP_SINGLE_PASS case. This must be on lightloop side and include here.... (Can we codition
#pragma multi_compile LIGHTLOOP_TILE_DIRECT LIGHTLOOP_TILE_INDIRECT LIGHTLOOP_TILE_ALL
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
// Note: We have fix as guidelines that we have only one deferred material (with control of GBuffer enabled). Mean a users that add a new
// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
// the deferred shader will require to use multicompile.
#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/Lighting/Lighting.hlsl" // This include Material.hlsl
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
DECLARE_GBUFFER_TEXTURE(_GBufferTexture);
TEXTURE2D(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
float4x4 _InvViewProjMatrix;
struct Attributes
{
float3 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings Vert(Attributes input)
{
// TODO: implement SV_vertexID full screen quad
// Lights are draw as one fullscreen quad
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
float4 Frag(Varyings input) : SV_Target
{
float4 unPositionSS = input.positionCS; // as input we have the vpos
Coordinate coord = GetCoordinate(unPositionSS.xy, _ScreenSize.zw);
// No need to manage inverse depth, this is handled by the projection matrix
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix);
float3 V = GetWorldSpaceNormalizeViewDir(positionWS);
FETCH_GBUFFER(gbuffer, _GBufferTexture, coord.unPositionSS);
BSDFData bsdfData;
float3 bakeDiffuseLighting;
DECODE_FROM_GBUFFER(gbuffer, bsdfData, bakeDiffuseLighting);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, positionWS, coord, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting);
return float4(diffuseLighting + specularLighting, 1.0);
}
ENDHLSL
}
}
Fallback Off
}