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
139 行
5.1 KiB
139 行
5.1 KiB
#include "TilePass.cs.hlsl"
|
|
|
|
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
|
|
|
|
#define DWORD_PER_TILE 16 // See dwordsPerTile in TilePass.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort)
|
|
|
|
CBUFFER_START(UnityTilePass)
|
|
uint _NumTileFtplX;
|
|
uint _NumTileFtplY;
|
|
|
|
// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
|
|
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
|
|
//#ifdef USE_CLUSTERED_LIGHTLIST
|
|
float4x4 g_mInvScrProjection;
|
|
|
|
float g_fClustScale;
|
|
float g_fClustBase;
|
|
float g_fNearPlane;
|
|
float g_fFarPlane;
|
|
int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
|
|
|
|
uint g_isLogBaseBufferEnabled;
|
|
uint _UseTileLightList;
|
|
//#endif
|
|
|
|
//#ifdef USE_CLUSTERED_LIGHTLIST
|
|
uint _NumTileClusteredX;
|
|
uint _NumTileClusteredY;
|
|
CBUFFER_END
|
|
|
|
StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity
|
|
StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
|
|
//#endif
|
|
|
|
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
|
|
StructuredBuffer<LightData> _LightDatas;
|
|
StructuredBuffer<EnvLightData> _EnvLightDatas;
|
|
StructuredBuffer<ShadowData> _ShadowDatas;
|
|
|
|
// Used by directional and spot lights
|
|
TEXTURE2D_ARRAY(_CookieTextures);
|
|
SAMPLER2D(sampler_CookieTextures);
|
|
|
|
// Used by point lights
|
|
TEXTURECUBE_ARRAY_ABSTRACT(_CookieCubeTextures);
|
|
SAMPLERCUBE_ABSTRACT(sampler_CookieCubeTextures);
|
|
|
|
// Use texture array for reflection (or LatLong 2D array for mobile)
|
|
TEXTURECUBE_ARRAY_ABSTRACT(_EnvTextures);
|
|
SAMPLERCUBE_ABSTRACT(sampler_EnvTextures);
|
|
|
|
TEXTURECUBE(_SkyTexture);
|
|
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
|
|
|
|
TEXTURE2D(_AmbientOcclusionTexture);
|
|
|
|
TEXTURE2D(_DeferredShadowTexture);
|
|
|
|
CBUFFER_START(UnityPerLightLoop)
|
|
uint _DirectionalLightCount;
|
|
uint _PunctualLightCount;
|
|
uint _AreaLightCount;
|
|
uint _EnvLightCount;
|
|
float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
|
|
|
|
int _EnvLightSkyEnabled; // TODO: make it a bool
|
|
float _AmbientOcclusionDirectLightStrenght;
|
|
|
|
CBUFFER_END
|
|
|
|
struct LightLoopContext
|
|
{
|
|
// Visible from Material - these values are expected in any LightLoopContext
|
|
float indirectAmbientOcclusion; // Ambient occlusion use for indirect lighting (reflection probe, baked diffuse lighting)
|
|
float directAmbientOcclusion; // Ambient occlusion use for direct lighting (directional, punctual, area)
|
|
|
|
// Not visible from Material (user should not use these properties in Material file)
|
|
int sampleShadow;
|
|
int sampleReflection;
|
|
ShadowContext shadowContext;
|
|
};
|
|
|
|
// Store all the accumulated lighting produce by the light loop
|
|
struct LightLoopAccumulatedLighting
|
|
{
|
|
float3 dirDiffuseLighting;
|
|
float3 dirSpecularLighting;
|
|
|
|
float3 punctualDiffuseLighting;
|
|
float3 punctualSpecularLighting;
|
|
|
|
float3 areaDiffuseLighting;
|
|
float3 areaSpecularLighting;
|
|
|
|
float3 envDiffuseLighting;
|
|
float3 envSpecularLighting;
|
|
|
|
float envDiffuseLightingWeight;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cookie sampling functions
|
|
// ----------------------------------------------------------------------------
|
|
|
|
// Used by directional and spot lights.
|
|
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
|
|
float4 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index)
|
|
{
|
|
return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, sampler_CookieTextures, coord, index, 0);
|
|
}
|
|
|
|
// Used by point lights.
|
|
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
|
|
float4 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index)
|
|
{
|
|
return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_CookieCubeTextures, sampler_CookieCubeTextures, coord, index, 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Reflection proble / Sky sampling function
|
|
// ----------------------------------------------------------------------------
|
|
|
|
#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
|
|
#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
|
|
|
|
// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?)
|
|
// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
|
|
float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod)
|
|
{
|
|
// This code will be inlined as lightLoopContext is hardcoded in the light loop
|
|
if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
|
|
{
|
|
return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvTextures, sampler_EnvTextures, texCoord, index, lod);
|
|
}
|
|
else // SINGLE_PASS_SAMPLE_SKY
|
|
{
|
|
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
|
|
}
|
|
}
|