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100 行
3.8 KiB
100 行
3.8 KiB
Shader "Hidden/HDRenderPipeline/DrawDiffusionProfile"
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{
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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Cull Off
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ZTest Always
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ZWrite Off
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Blend Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma multi_compile SSS_MODEL_BASIC SSS_MODEL_DISNEY
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//-------------------------------------------------------------------------------------
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// Include
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//-------------------------------------------------------------------------------------
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#include "CoreRP/ShaderLibrary/Common.hlsl"
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#define USE_LEGACY_UNITY_MATRIX_VARIABLES
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#include "HDRP/ShaderVariables.hlsl"
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#ifdef SSS_MODEL_BASIC
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#include "HDRP/Material/DiffusionProfile/DiffusionProfileSettings.cs.hlsl"
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#endif
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//-------------------------------------------------------------------------------------
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// Inputs & outputs
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//-------------------------------------------------------------------------------------
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#ifdef SSS_MODEL_DISNEY
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float4 _ShapeParam; float _MaxRadius; // See 'DiffusionProfile'
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#else
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float4 _StdDev1, _StdDev2;
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float _LerpWeight, _MaxRadius; // See 'SubsurfaceScatteringParameters'
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#endif
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//-------------------------------------------------------------------------------------
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// Implementation
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//-------------------------------------------------------------------------------------
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struct Attributes
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{
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float3 vertex : POSITION;
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float2 texcoord : TEXCOORD0;
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};
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struct Varyings
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{
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float4 vertex : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.vertex = TransformWorldToHClip(input.vertex);
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output.texcoord = input.texcoord.xy;
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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#ifdef SSS_MODEL_DISNEY
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float r = (2 * length(input.texcoord - 0.5)) * _MaxRadius;
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float3 S = _ShapeParam.rgb;
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float3 M = S * (exp(-r * S) + exp(-r * S * (1.0 / 3.0))) / (8 * PI * r);
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float3 A = _MaxRadius / S;
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// N.b.: we multiply by the surface albedo of the actual geometry during shading.
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// Apply gamma for visualization only. Do not apply gamma to the color.
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return float4(sqrt(M) * A, 1);
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#else
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float r = (2 * length(input.texcoord - 0.5)) * _MaxRadius * SSS_BASIC_DISTANCE_SCALE;
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float3 var1 = _StdDev1.rgb * _StdDev1.rgb;
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float3 var2 = _StdDev2.rgb * _StdDev2.rgb;
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// Evaluate the linear combination of two 2D Gaussians instead of
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// product of the linear combination of two normalized 1D Gaussians
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// since we do not want to bother artists with the lack of radial symmetry.
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float3 magnitude = lerp(exp(-r * r / (2 * var1)) / (TWO_PI * var1),
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exp(-r * r / (2 * var2)) / (TWO_PI * var2), _LerpWeight);
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// N.b.: we multiply by the surface albedo of the actual geometry during shading.
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// Apply gamma for visualization only.
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return float4(sqrt(magnitude), 1);
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#endif
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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