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
189 行
8.6 KiB
189 行
8.6 KiB
#ifndef UNITY_MATERIAL_INCLUDED
|
|
#define UNITY_MATERIAL_INCLUDED
|
|
|
|
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Packing.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/ShaderLibrary/BSDF.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/ShaderLibrary/CommonLighting.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/ShaderLibrary/ImageBasedLighting.hlsl"
|
|
#include "Assets/ScriptableRenderLoop/ShaderLibrary/Debug.hlsl"
|
|
|
|
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/ShaderConfig.cs"
|
|
#include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/LightDefinition.cs.hlsl"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// common Encode/Decode functions
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Encode/Decode velocity in a buffer (either forward of deferred)
|
|
// Design note: We assume that VelocityVector fit into a single buffer (i.e not spread on several buffer)
|
|
void EncodeVelocity(float2 velocity, out float4 outBuffer)
|
|
{
|
|
// RT - 16:16 float
|
|
outBuffer = float4(velocity.xy, 0.0, 0.0);
|
|
}
|
|
|
|
float2 DecodeVelocity(float4 inBuffer)
|
|
{
|
|
return float2(inBuffer.xy);
|
|
}
|
|
|
|
// Encode/Decode into GBuffer - This is share so others material can use it.
|
|
// Design note: We assume that BakeDiffuseLighting and emissive fit into a single buffer (i.e not spread on several buffer)
|
|
void EncodeBakedDiffuseLigthingIntoGBuffer(float3 bakeDiffuseLighting, out float4 outBuffer)
|
|
{
|
|
// RT - 11:11:10f
|
|
outBuffer = float4(bakeDiffuseLighting.xyz, 0.0);
|
|
}
|
|
|
|
float3 DecodeBakedDiffuseLigthingFromGBuffer(float4 inBuffer)
|
|
{
|
|
return float3(inBuffer.xyz);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// BuiltinData
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "BuiltinData.hlsl"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// SurfaceData
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// Here we include all the different lighting model supported by the renderloop based on define done in .shader
|
|
#ifdef UNITY_MATERIAL_LIT
|
|
#include "Lit.hlsl"
|
|
#elif defined(UNITY_MATERIAL_UNLIT)
|
|
#include "Unlit.hlsl"
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Define for GBuffer
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef GBUFFER_MATERIAL_COUNT
|
|
|
|
#if GBUFFER_MATERIAL_COUNT == 3
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out float4 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out float4 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out float4 MERGE_NAME(NAME, 2) : SV_Target2
|
|
|
|
#define DECLARE_GBUFFER_TEXTURE(NAME) \
|
|
Texture2D MERGE_NAME(NAME, 0); \
|
|
Texture2D MERGE_NAME(NAME, 1); \
|
|
Texture2D MERGE_NAME(NAME, 2);
|
|
|
|
#define FETCH_GBUFFER(NAME, TEX, UV) \
|
|
float4 MERGE_NAME(NAME, 0) = MERGE_NAME(TEX, 0).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 1) = MERGE_NAME(TEX, 1).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 2) = MERGE_NAME(TEX, 2).Load(uint3(UV, 0));
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
|
|
#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME,0), MERGE_NAME(NAME,1), MERGE_NAME(NAME,2))
|
|
|
|
#ifdef VELOCITY_IN_GBUFFER
|
|
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 3)
|
|
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 3)
|
|
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 4)
|
|
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 4)
|
|
#else
|
|
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 3)
|
|
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 3)
|
|
#endif
|
|
|
|
#elif GBUFFER_MATERIAL_COUNT == 4
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out float4 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out float4 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out float4 MERGE_NAME(NAME, 2) : SV_Target2, \
|
|
out float4 MERGE_NAME(NAME, 3) : SV_Target3
|
|
|
|
#define DECLARE_GBUFFER_TEXTURE(NAME) \
|
|
Texture2D MERGE_NAME(NAME, 0); \
|
|
Texture2D MERGE_NAME(NAME, 1); \
|
|
Texture2D MERGE_NAME(NAME, 2); \
|
|
Texture2D MERGE_NAME(NAME, 3);
|
|
|
|
#define FETCH_GBUFFER(NAME, TEX, UV) \
|
|
float4 MERGE_NAME(NAME, 0) = MERGE_NAME(TEX, 0).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 1) = MERGE_NAME(TEX, 1).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 2) = MERGE_NAME(TEX, 2).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 3) = MERGE_NAME(TEX, 3).Load(uint3(UV, 0));
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
|
|
#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3))
|
|
|
|
#ifdef VELOCITY_IN_GBUFFER
|
|
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 4)
|
|
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 4)
|
|
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 5)
|
|
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 5)
|
|
#else
|
|
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 4)
|
|
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 4)
|
|
#endif
|
|
|
|
#elif GBUFFER_MATERIAL_COUNT == 5
|
|
|
|
#define OUTPUT_GBUFFER(NAME) \
|
|
out float4 MERGE_NAME(NAME, 0) : SV_Target0, \
|
|
out float4 MERGE_NAME(NAME, 1) : SV_Target1, \
|
|
out float4 MERGE_NAME(NAME, 2) : SV_Target2, \
|
|
out float4 MERGE_NAME(NAME, 3) : SV_Target3, \
|
|
out float4 MERGE_NAME(NAME, 4) : SV_Target4
|
|
|
|
#define DECLARE_GBUFFER_TEXTURE(NAME) \
|
|
Texture2D MERGE_NAME(NAME, 0); \
|
|
Texture2D MERGE_NAME(NAME, 1); \
|
|
Texture2D MERGE_NAME(NAME, 2); \
|
|
Texture2D MERGE_NAME(NAME, 3); \
|
|
Texture2D MERGE_NAME(NAME, 4);
|
|
|
|
#define FETCH_GBUFFER(NAME, TEX, UV) \
|
|
float4 MERGE_NAME(NAME, 0) = MERGE_NAME(TEX, 0).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 1) = MERGE_NAME(TEX, 1).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 2) = MERGE_NAME(TEX, 2).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 3) = MERGE_NAME(TEX, 3).Load(uint3(UV, 0)); \
|
|
float4 MERGE_NAME(NAME, 4) = MERGE_NAME(TEX, 4).Load(uint3(UV, 0));
|
|
|
|
#define ENCODE_INTO_GBUFFER(SURFACE_DATA, NAME) EncodeIntoGBuffer(SURFACE_DATA, MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
|
|
#define DECODE_FROM_GBUFFER(NAME) DecodeFromGBuffer(MERGE_NAME(NAME, 0), MERGE_NAME(NAME, 1), MERGE_NAME(NAME, 2), MERGE_NAME(NAME, 3), MERGE_NAME(NAME, 4))
|
|
|
|
#ifdef VELOCITY_IN_GBUFFER
|
|
#define GBUFFER_VELOCITY_NAME(NAME) MERGE_NAME(NAME, 5)
|
|
#define GBUFFER_VELOCITY_TARGET(TARGET) MERGE_NAME(TARGET, 5)
|
|
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 6)
|
|
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 6)
|
|
#else
|
|
#define GBUFFER_BAKE_LIGHTING_NAME(NAME) MERGE_NAME(NAME, 5)
|
|
#define GBUFFER_BAKE_LIGHTING_TARGET(TARGET) MERGE_NAME(TARGET, 5)
|
|
#endif
|
|
|
|
#endif // #if GBUFFER_MATERIAL_COUNT == 3
|
|
|
|
// Generic whatever the number of GBuffer
|
|
#ifdef VELOCITY_IN_GBUFFER
|
|
#define OUTPUT_GBUFFER_VELOCITY(NAME) out float4 GBUFFER_VELOCITY_NAME(NAME) : GBUFFER_VELOCITY_TARGET(SV_Target)
|
|
#define DECLARE_GBUFFER_VELOCITY_TEXTURE(NAME) Texture2D GBUFFER_VELOCITY_NAME(NAME);
|
|
#define ENCODE_VELOCITY_INTO_GBUFFER(VELOCITY, NAME) EncodeVelocity(VELOCITY, GBUFFER_VELOCITY_NAME(NAME))
|
|
#endif
|
|
|
|
#define OUTPUT_GBUFFER_BAKE_LIGHTING(NAME) out float4 GBUFFER_BAKE_LIGHTING_NAME(NAME) : GBUFFER_BAKE_LIGHTING_TARGET(SV_Target)
|
|
#define DECLARE_GBUFFER_BAKE_LIGHTING(NAME) Texture2D GBUFFER_BAKE_LIGHTING_NAME(NAME);
|
|
#define ENCODE_BAKE_LIGHTING_INTO_GBUFFER(BAKE_DIFFUSE_LIGHTING, NAME) EncodeBakedDiffuseLigthingIntoGBuffer(BAKE_DIFFUSE_LIGHTING, GBUFFER_BAKE_LIGHTING_NAME(NAME))
|
|
#define FETCH_BAKE_LIGHTING_GBUFFER(NAME, TEX, UV) float4 GBUFFER_BAKE_LIGHTING_NAME(NAME) = GBUFFER_BAKE_LIGHTING_NAME(TEX).Load(uint3(UV, 0));
|
|
#define DECODE_BAKE_LIGHTING_FROM_GBUFFER(NAME) DecodeBakedDiffuseLigthingFromGBuffer(GBUFFER_BAKE_LIGHTING_NAME(NAME))
|
|
|
|
#endif // #ifdef GBUFFER_MATERIAL_COUNT
|
|
|
|
// Decode velocity need to be accessible in both forward and deferred
|
|
#ifdef VELOCITY_IN_GBUFFER
|
|
#define DECODE_VELOCITY_BUFFER(NAME) DecodeVelocity(GBUFFER_VELOCITY_NAME(NAME))
|
|
#else
|
|
#define DECODE_VELOCITY_BUFFER(NAME) DecodeVelocity(GBUFFER_VELOCITY_NAME(NAME))
|
|
#endif
|
|
|
|
#endif // UNITY_MATERIAL_INCLUDED
|