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
122 行
4.7 KiB
122 行
4.7 KiB
Shader "Hidden/HDRenderPipeline/DebugViewMaterialGBuffer"
|
|
{
|
|
SubShader
|
|
{
|
|
Tags{ "RenderPipeline" = "HDRenderPipeline" }
|
|
Pass
|
|
{
|
|
ZWrite Off
|
|
|
|
HLSLPROGRAM
|
|
#pragma target 4.5
|
|
#pragma only_renderers d3d11 ps4 xboxone vulkan metal
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
|
|
#include "CoreRP/ShaderLibrary/Common.hlsl"
|
|
|
|
// 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
|
|
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
|
|
#include "../ShaderVariables.hlsl"
|
|
#define DEBUG_DISPLAY
|
|
#include "../Debug/DebugDisplay.hlsl"
|
|
#include "../Material/Material.hlsl"
|
|
|
|
#ifdef SHADOWS_SHADOWMASK
|
|
TEXTURE2D(_ShadowMaskTexture);
|
|
#endif
|
|
|
|
struct Attributes
|
|
{
|
|
uint vertexID : SV_VertexID;
|
|
};
|
|
|
|
struct Varyings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
};
|
|
|
|
Varyings Vert(Attributes input)
|
|
{
|
|
Varyings output;
|
|
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
|
|
return output;
|
|
}
|
|
|
|
float4 Frag(Varyings input) : SV_Target
|
|
{
|
|
// input.positionCS is SV_Position
|
|
float depth = LOAD_TEXTURE2D(_MainDepthTexture, input.positionCS.xy).x;
|
|
PositionInputs posInput = GetPositionInput(input.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_VP);
|
|
|
|
BSDFData bsdfData;
|
|
BakeLightingData bakeLightingData;
|
|
DECODE_FROM_GBUFFER(posInput.positionSS, UINT_MAX, bsdfData, bakeLightingData.bakeDiffuseLighting);
|
|
#ifdef SHADOWS_SHADOWMASK
|
|
DecodeShadowMask(LOAD_TEXTURE2D(_ShadowMaskTexture, posInput.positionSS), bakeLightingData.bakeShadowMask);
|
|
#endif
|
|
|
|
// Init to not expected value
|
|
float3 result = float3(-666.0, 0.0, 0.0);
|
|
bool needLinearToSRGB = false;
|
|
|
|
if (_DebugViewMaterial == DEBUGVIEWGBUFFER_DEPTH)
|
|
{
|
|
float linearDepth = frac(posInput.linearDepth * 0.1);
|
|
result = linearDepth.xxx;
|
|
}
|
|
// Caution: This value is not the same than the builtin data bakeDiffuseLighting. It also include emissive and multiply by the albedo
|
|
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE)
|
|
{
|
|
result = bakeLightingData.bakeDiffuseLighting;;
|
|
result *= exp2(_DebugExposure);
|
|
needLinearToSRGB = true;
|
|
}
|
|
#ifdef SHADOWS_SHADOWMASK
|
|
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK0)
|
|
{
|
|
result = bakeLightingData.bakeShadowMask.xxx;
|
|
}
|
|
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK1)
|
|
{
|
|
result = bakeLightingData.bakeShadowMask.yyy;
|
|
}
|
|
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK2)
|
|
{
|
|
result = bakeLightingData.bakeShadowMask.zzz;
|
|
}
|
|
else if (_DebugViewMaterial == DEBUGVIEWGBUFFER_BAKE_SHADOW_MASK3)
|
|
{
|
|
result = bakeLightingData.bakeShadowMask.www;
|
|
}
|
|
#endif
|
|
|
|
GetBSDFDataDebug(_DebugViewMaterial, bsdfData, result, needLinearToSRGB);
|
|
|
|
// 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.
|
|
// The forward debug pass will write its value and then the deferred will overwrite only touched texels.
|
|
if (result.x == -666.0)
|
|
{
|
|
return float4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
else
|
|
{
|
|
// TEMP!
|
|
// For now, the final blit in the backbuffer performs an sRGB write
|
|
// So in the meantime we apply the inverse transform to linear data to compensate.
|
|
if (!needLinearToSRGB)
|
|
result = SRGBToLinear(max(0, result));
|
|
|
|
return float4(result, 1.0);
|
|
}
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
Fallback Off
|
|
}
|