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130 行
5.2 KiB
130 行
5.2 KiB
Shader "Hidden/HDRenderLoop/DebugViewTiles"
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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
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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 Vert
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#pragma fragment Frag
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#define LIGHTLOOP_TILE_PASS 1
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#define LIGHTLOOP_TILE_ALL 1
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "Common.hlsl"
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// 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
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// deferred material must replace the old one here. If in the future we want to support multiple layout (cause a lot of consistency problem),
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// the deferred shader will require to use multicompile.
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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/Lighting/Lighting.hlsl" // This include Material.hlsl
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//-------------------------------------------------------------------------------------
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// variable declaration
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//-------------------------------------------------------------------------------------
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uint _ViewTilesFlags;
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TEXTURE2D(_CameraDepthTexture);
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SAMPLER2D(sampler_CameraDepthTexture);
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float4x4 _InvViewProjMatrix;
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float4 Vert(float3 positionOS : POSITION): SV_POSITION
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{
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return TransformWorldToHClip(TransformObjectToWorld(positionOS));
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}
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float4 OverlayHeatMap(uint2 pixCoord, uint numLights)
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{
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const float4 kRadarColors[12] =
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{
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float4(0.0, 0.0, 0.0, 0.0), // black
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float4(0.0, 0.0, 0.6, 0.5), // dark blue
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float4(0.0, 0.0, 0.9, 0.5), // blue
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float4(0.0, 0.6, 0.9, 0.5), // light blue
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float4(0.0, 0.9, 0.9, 0.5), // cyan
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float4(0.0, 0.9, 0.6, 0.5), // blueish green
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float4(0.0, 0.9, 0.0, 0.5), // green
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float4(0.6, 0.9, 0.0, 0.5), // yellowish green
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float4(0.9, 0.9, 0.0, 0.5), // yellow
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float4(0.9, 0.6, 0.0, 0.5), // orange
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float4(0.9, 0.0, 0.0, 0.5), // red
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float4(1.0, 0.0, 0.0, 0.9) // strong red
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};
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float maxNrLightsPerTile = 31; // TODO: setup a constant for that
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int colorIndex = numLights == 0 ? 0 : (1 + (int)floor(10 * (log2((float)numLights) / log2(maxNrLightsPerTile))));
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colorIndex = colorIndex < 0 ? 0 : colorIndex;
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float4 col = colorIndex > 11 ? float4(1.0, 1.0, 1.0, 1.0) : kRadarColors[colorIndex];
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int2 coord = pixCoord - int2(1, 1);
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float4 color = float4(pow(col.xyz, 2.2), 0.3*col.w);
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if (numLights > 0)
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{
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if (SampleDebugFontNumber(coord, numLights)) // Shadow
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color = float4(0, 0, 0, 1);
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if (SampleDebugFontNumber(coord + 1, numLights)) // Text
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color = float4(1, 1, 1, 1);
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}
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return color;
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}
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float4 Frag(float4 positionCS : SV_POSITION) : SV_Target
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{
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Coordinate coord = GetCoordinate(positionCS.xy, _ScreenSize.zw);
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#ifdef USE_CLUSTERED_LIGHTLIST
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// Perform same calculation than in deferred.shader
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float depth = LOAD_TEXTURE2D(_CameraDepthTexture, coord.unPositionSS).x;
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float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix);
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float linearDepth = TransformWorldToView(positionWS).z; // View space linear depth
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#else
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float linearDepth = 0.0; // unused
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#endif
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int n = 0;
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for (int category = 0; category < LIGHTCATEGORY_COUNT; category++)
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{
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uint mask = 1u << category;
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if (mask & _ViewTilesFlags)
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{
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uint start;
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uint count;
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GetCountAndStart(coord, category, linearDepth, start, count);
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n += count;
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}
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}
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if (n > 0)
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{
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return OverlayHeatMap(int2(coord.unPositionSS.xy) & 15, n);
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}
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else
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{
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return 0.0;
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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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