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
103 行
4.1 KiB
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
|
|
}
|