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103 行
4.1 KiB

Shader "Hidden/HDRenderLoop/Deferred"
{
Properties
{
_SrcBlend("", Float) = 1
_DstBlend("", Float) = 1
}
SubShader
{
Pass
{
ZWrite Off
Blend[_SrcBlend][_DstBlend]
HLSLPROGRAM
#pragma target 5.0
#pragma only_renderers d3d11 // TEMP: unitl we go futher in dev
#pragma vertex VertDeferred
#pragma fragment FragDeferred
// Chose supported lighting architecture in case of deferred rendering
#pragma multi_compile LIGHTLOOP_SINGLE_PASS
//#pragma multi_compile SHADOWFILTERING_FIXED_SIZE_PCF
//-------------------------------------------------------------------------------------
// Include
//-------------------------------------------------------------------------------------
#include "Common.hlsl"
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_DISNEYGXX
// TODO: Currently a users that add a new deferred material must also add it manually here... Need to think about it. Maybe add a multicompile inside a file in Material directory to include here ?
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/Lighting.hlsl" // This include Material.hlsl
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderVariables.hlsl"
//-------------------------------------------------------------------------------------
// variable declaration
//-------------------------------------------------------------------------------------
DECLARE_GBUFFER_TEXTURE(_CameraGBufferTexture);
DECLARE_GBUFFER_BAKE_LIGHTING(_CameraGBufferTexture);
TEXTURE2D(_CameraDepthTexture);
SAMPLER2D(sampler_CameraDepthTexture);
float4x4 _InvViewProjMatrix;
struct Attributes
{
float3 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
};
Varyings VertDeferred(Attributes input)
{
// TODO: implement SV_vertexID full screen quad
// Lights are draw as one fullscreen quad
Varyings output;
float3 positionWS = TransformObjectToWorld(input.positionOS);
output.positionCS = TransformWorldToHClip(positionWS);
return output;
}
float4 FragDeferred(Varyings input) : SV_Target
{
float4 unPositionSS = input.positionCS; // as input we have the vpos
Coordinate coord = GetCoordinate(unPositionSS.xy, _ScreenSize.zw);
// No need to manage inverse depth, this is handled by the projection matrix
float depth = _CameraDepthTexture.Load(uint3(coord.unPositionSS, 0)).x;
float3 positionWS = UnprojectToWorld(depth, coord.positionSS, _InvViewProjMatrix);
float3 V = GetWorldSpaceNormalizeViewDir(positionWS);
FETCH_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS);
BSDFData bsdfData = DECODE_FROM_GBUFFER(gbuffer);
PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData);
float4 diffuseLighting;
float4 specularLighting;
FETCH_BAKE_LIGHTING_GBUFFER(gbuffer, _CameraGBufferTexture, coord.unPositionSS);
float3 bakeDiffuseLighting = DECODE_BAKE_LIGHTING_FROM_GBUFFER(gbuffer);
LightLoop(V, positionWS, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting);
return float4(diffuseLighting.rgb + specularLighting.rgb, 1.0);
}
ENDHLSL
}
}
Fallback Off
}