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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_V);
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
}