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135 行
5.4 KiB
135 行
5.4 KiB
#include "CoreRP/ShaderLibrary/Debug.hlsl"
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#include "Decal.cs.hlsl"
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#define DBufferType0 float4
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#define DBufferType1 float4
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#define DBufferType2 float4
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#define DBufferType3 float4
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#ifdef DBUFFERMATERIAL_COUNT
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#if DBUFFERMATERIAL_COUNT == 1
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#define OUTPUT_DBUFFER(NAME) \
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out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0
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#define DECLARE_DBUFFER_TEXTURE(NAME) \
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TEXTURE2D(MERGE_NAME(NAME, 0));
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#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
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DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2);
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#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0))
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#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), DECAL_SURFACE_DATA)
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#elif DBUFFERMATERIAL_COUNT == 2
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#define OUTPUT_DBUFFER(NAME) \
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out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
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out DBufferType1 MERGE_NAME(NAME, 1) : SV_Target1
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#define DECLARE_DBUFFER_TEXTURE(NAME) \
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TEXTURE2D(MERGE_NAME(NAME, 0)); \
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TEXTURE2D(MERGE_NAME(NAME, 1));
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#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
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DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
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DBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2);
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#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1))
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#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), DECAL_SURFACE_DATA)
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#elif DBUFFERMATERIAL_COUNT == 3
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#define OUTPUT_DBUFFER(NAME) \
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out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
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out DBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
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out DBufferType2 MERGE_NAME(NAME, 2) : SV_Target2
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#define DECLARE_DBUFFER_TEXTURE(NAME) \
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TEXTURE2D(MERGE_NAME(NAME, 0)); \
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TEXTURE2D(MERGE_NAME(NAME, 1)); \
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TEXTURE2D(MERGE_NAME(NAME, 2));
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#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
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DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
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DBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
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DBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2);
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#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
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#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), DECAL_SURFACE_DATA)
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#elif DBUFFERMATERIAL_COUNT == 4
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#define OUTPUT_DBUFFER(NAME) \
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out DBufferType0 MERGE_NAME(NAME, 0) : SV_Target0, \
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out DBufferType1 MERGE_NAME(NAME, 1) : SV_Target1, \
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out DBufferType2 MERGE_NAME(NAME, 2) : SV_Target2, \
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out DBufferType3 MERGE_NAME(NAME, 3) : SV_Target3
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#define DECLARE_DBUFFER_TEXTURE(NAME) \
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TEXTURE2D(MERGE_NAME(NAME, 0)); \
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TEXTURE2D(MERGE_NAME(NAME, 1)); \
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TEXTURE2D(MERGE_NAME(NAME, 2)); \
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TEXTURE2D(MERGE_NAME(NAME, 3));
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#define FETCH_DBUFFER(NAME, TEX, unCoord2) \
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DBufferType0 MERGE_NAME(NAME, 0) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 0), unCoord2); \
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DBufferType1 MERGE_NAME(NAME, 1) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 1), unCoord2); \
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DBufferType2 MERGE_NAME(NAME, 2) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 2), unCoord2); \
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DBufferType3 MERGE_NAME(NAME, 3) = LOAD_TEXTURE2D(MERGE_NAME(TEX, 3), unCoord2);
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#define ENCODE_INTO_DBUFFER(DECAL_SURFACE_DATA, NAME) EncodeIntoDBuffer(DECAL_SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), MERGE_NAME(NAME,3))
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#define DECODE_FROM_DBUFFER(NAME, DECAL_SURFACE_DATA) DecodeFromDBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2), MERGE_NAME(NAME,3), DECAL_SURFACE_DATA)
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#endif
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#endif // #ifdef DBUFFERMATERIAL_COUNT
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CBUFFER_START(UnityDecalParameters)
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uint _EnableDBuffer;
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float2 _DecalAtlasResolution;
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CBUFFER_END
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UNITY_INSTANCING_BUFFER_START(Decal)
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UNITY_DEFINE_INSTANCED_PROP(float4x4, _NormalToWorld)
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UNITY_INSTANCING_BUFFER_END(matrix)
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RW_TEXTURE2D(float, _DecalHTile); // DXGI_FORMAT_R8_UINT is not supported by Unity
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TEXTURE2D(_DecalHTileTexture);
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uint _DecalCount;
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StructuredBuffer<DecalData> _DecalDatas;
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TEXTURE2D_ARRAY(_DecalAtlas);
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SAMPLER(sampler_DecalAtlas);
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TEXTURE2D(_DecalAtlas2D);
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SAMPLER(_trilinear_clamp_sampler_DecalAtlas2D);
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// Must be in sync with RT declared in HDRenderPipeline.cs ::Rebuild
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void EncodeIntoDBuffer( DecalSurfaceData surfaceData,
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out DBufferType0 outDBuffer0,
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out DBufferType1 outDBuffer1,
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out DBufferType2 outDBuffer2
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)
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{
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outDBuffer0 = surfaceData.baseColor;
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outDBuffer1 = surfaceData.normalWS;
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outDBuffer2 = surfaceData.mask;
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}
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void DecodeFromDBuffer(
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DBufferType0 inDBuffer0,
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DBufferType1 inDBuffer1,
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DBufferType2 inDBuffer2,
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out DecalSurfaceData surfaceData
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)
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{
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ZERO_INITIALIZE(DecalSurfaceData, surfaceData);
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surfaceData.baseColor = inDBuffer0;
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surfaceData.normalWS.xyz = inDBuffer1.xyz * 2.0f - 1.0f;
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surfaceData.normalWS.w = inDBuffer1.w;
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surfaceData.mask = inDBuffer2;
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}
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