您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

167 行
13 KiB

#pragma kernel Deferred_Direct_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl
#pragma kernel Deferred_Direct_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_Fptl_DebugDisplay DEBUG_DISPLAY
#pragma kernel Deferred_Direct_ShadowMask_Fptl SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl SHADOWS_SHADOWMASK
#pragma kernel Deferred_Direct_ShadowMask_Fptl_DebugDisplay SHADE_OPAQUE_ENTRY=Deferred_Direct_ShadowMask_Fptl_DebugDisplay SHADOWS_SHADOWMASK DEBUG_DISPLAY
// Variant with and without shadowmask
#pragma kernel Deferred_Indirect_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant0 USE_INDIRECT VARIANT=0
#pragma kernel Deferred_Indirect_Fptl_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant1 USE_INDIRECT VARIANT=1
#pragma kernel Deferred_Indirect_Fptl_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant2 USE_INDIRECT VARIANT=2
#pragma kernel Deferred_Indirect_Fptl_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant3 USE_INDIRECT VARIANT=3
#pragma kernel Deferred_Indirect_Fptl_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant4 USE_INDIRECT VARIANT=4
#pragma kernel Deferred_Indirect_Fptl_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant5 USE_INDIRECT VARIANT=5
#pragma kernel Deferred_Indirect_Fptl_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant6 USE_INDIRECT VARIANT=6
#pragma kernel Deferred_Indirect_Fptl_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant7 USE_INDIRECT VARIANT=7
#pragma kernel Deferred_Indirect_Fptl_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant8 USE_INDIRECT VARIANT=8
#pragma kernel Deferred_Indirect_Fptl_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant9 USE_INDIRECT VARIANT=9
#pragma kernel Deferred_Indirect_Fptl_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant10 USE_INDIRECT VARIANT=10
#pragma kernel Deferred_Indirect_Fptl_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant11 USE_INDIRECT VARIANT=11
#pragma kernel Deferred_Indirect_Fptl_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant12 USE_INDIRECT VARIANT=12
#pragma kernel Deferred_Indirect_Fptl_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant13 USE_INDIRECT VARIANT=13
#pragma kernel Deferred_Indirect_Fptl_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant14 USE_INDIRECT VARIANT=14
#pragma kernel Deferred_Indirect_Fptl_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant15 USE_INDIRECT VARIANT=15
#pragma kernel Deferred_Indirect_Fptl_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant16 USE_INDIRECT VARIANT=16
#pragma kernel Deferred_Indirect_Fptl_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant17 USE_INDIRECT VARIANT=17
#pragma kernel Deferred_Indirect_Fptl_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant18 USE_INDIRECT VARIANT=18
#pragma kernel Deferred_Indirect_Fptl_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant19 USE_INDIRECT VARIANT=19
#pragma kernel Deferred_Indirect_Fptl_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant20 USE_INDIRECT VARIANT=20
#pragma kernel Deferred_Indirect_Fptl_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant21 USE_INDIRECT VARIANT=21
#pragma kernel Deferred_Indirect_Fptl_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant22 USE_INDIRECT VARIANT=22
#pragma kernel Deferred_Indirect_Fptl_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant23 USE_INDIRECT VARIANT=23
#pragma kernel Deferred_Indirect_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant24 USE_INDIRECT VARIANT=24
#pragma kernel Deferred_Indirect_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant25 USE_INDIRECT VARIANT=25
#pragma kernel Deferred_Indirect_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_Fptl_Variant26 USE_INDIRECT VARIANT=26
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant0 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant0 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=0
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant1 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant1 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=1
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant2 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant2 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=2
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant3 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant3 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=3
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant4 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant4 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=4
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant5 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant5 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=5
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant6 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant6 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=6
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant7 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant7 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=7
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant8 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant8 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=8
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant9 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant9 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=9
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant10 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant10 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=10
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant11 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant11 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=11
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant12 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant12 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=12
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant13 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant13 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=13
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant14 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant14 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=14
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant15 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant15 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=15
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant16 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant16 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=16
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant17 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant17 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=17
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant18 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant18 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=18
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant19 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant19 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=19
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant20 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant20 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=20
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant21 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant21 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=21
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant22 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant22 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=22
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant23 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant23 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=23
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant24 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant24 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=24
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant25 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant25 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=25
#pragma kernel Deferred_Indirect_ShadowMask_Fptl_Variant26 SHADE_OPAQUE_ENTRY=Deferred_Indirect_ShadowMask_Fptl_Variant26 USE_INDIRECT SHADOWS_SHADOWMASK VARIANT=26
#define LIGHTLOOP_TILE_PASS 1
// deferred opaque always use FPTL
#define USE_FPTL_LIGHTLIST 1
//#pragma enable_d3d11_debug_symbols
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "../../ShaderPass/ShaderPass.cs.hlsl"
#define SHADERPASS SHADERPASS_DEFERRED_LIGHTING
#include "CoreRP/ShaderLibrary/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 "../../ShaderVariables.hlsl"
#include "../../Debug/DebugDisplay.hlsl"
#include "../../Lighting/Lighting.hlsl" // This include Material.hlsl
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
#ifdef SHADOWS_SHADOWMASK
TEXTURE2D(_ShadowMaskTexture);
#endif
RWTexture2D<float3> diffuseLightingUAV;
RWTexture2D<float4> specularLightingUAV;
CBUFFER_START(UnityDeferredCompute)
uint g_TileListOffset;
CBUFFER_END
#ifdef USE_INDIRECT
StructuredBuffer<uint> g_TileList;
// Indirect
[numthreads(TILE_SIZE_FPTL, TILE_SIZE_FPTL, 1)]
void SHADE_OPAQUE_ENTRY(uint2 groupThreadId : SV_GroupThreadID, uint groupId : SV_GroupID)
{
uint tileIndex = g_TileList[g_TileListOffset + groupId];
uint2 tileCoord = uint2(tileIndex & ((1 << TILE_SIZE_FPTL) - 1), tileIndex >> TILE_SIZE_FPTL);
uint2 pixelCoord = tileCoord * GetTileSize() + groupThreadId;
uint screenWidth = (uint)_ScreenSize.x;
uint numTilesX = (screenWidth + (TILE_SIZE_FPTL) - 1) / TILE_SIZE_FPTL;
uint featureFlags = TileVariantToFeatureFlags(VARIANT, tileCoord.x + tileCoord.y * numTilesX);
#else
// Direct
[numthreads(TILE_SIZE_FPTL, TILE_SIZE_FPTL, 1)]
void SHADE_OPAQUE_ENTRY(uint2 dispatchThreadId : SV_DispatchThreadID, uint2 groupId : SV_GroupID)
{
uint2 tileCoord = (TILE_SIZE_FPTL * groupId) / GetTileSize();
uint2 pixelCoord = dispatchThreadId;
uint featureFlags = UINT_MAX;
#endif
// This need to stay in sync with deferred.shader
float depth = LOAD_TEXTURE2D(_CameraDepthTexture, pixelCoord.xy).x;
PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, tileCoord);
// For indirect case: we can still overlap inside a tile with the sky/background, reject it
// Can't rely on stencil as we are in compute shader
// TODO : if we have depth bounds test we could remove such a test ?
if (depth == UNITY_RAW_FAR_CLIP_VALUE)
{
return;
}
float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS);
BSDFData bsdfData;
BakeLightingData bakeLightingData;
DECODE_FROM_GBUFFER(posInput.positionSS, featureFlags, bsdfData, bakeLightingData.bakeDiffuseLighting);
#ifdef SHADOWS_SHADOWMASK
DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask);
#endif
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
float3 diffuseLighting;
float3 specularLighting;
LightLoop(V, posInput, preLightData, bsdfData, bakeLightingData, featureFlags, diffuseLighting, specularLighting);
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
specularLightingUAV[pixelCoord] = float4(specularLighting, 1.0);
diffuseLightingUAV[pixelCoord] = TagLightingForSSS(diffuseLighting);
}
else
{
specularLightingUAV[pixelCoord] = float4(diffuseLighting + specularLighting, 1.0);
}
}