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89 行
2.7 KiB

Shader "Hidden/HDRenderPipeline/Material/Decal/DecalNormalBuffer"
{
Properties
{
// Stencil state
[HideInInspector] _DecalNormalBufferStencilRef("_DecalNormalBufferStencilRef", Int) = 0 // set at runtime
[HideInInspector] _DecalNormalBufferStencilReadMask("_DecalNormalBufferStencilReadMask", Int) = 0 // set at runtime
}
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "../../ShaderVariables.hlsl"
#include "Decal.hlsl"
#include "../NormalBuffer.hlsl"
RW_TEXTURE2D(float4, _NormalBuffer);
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
// Force the stencil test before the UAV write.
[earlydepthstencil]
float4 FragNearest(Varyings input) : SV_Target
{
FETCH_DBUFFER(DBuffer, _DBufferTexture, input.texcoord * _ScreenSize.xy);
DecalSurfaceData decalSurfaceData;
DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
float4 GBufferNormal = _NormalBuffer[input.texcoord * _ScreenSize.xy];
NormalData normalData;
DecodeFromNormalBuffer(GBufferNormal, uint2(0, 0), normalData);
normalData.normalWS.xyz = normalize(normalData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
EncodeIntoNormalBuffer(normalData, uint2(0, 0), GBufferNormal);
_NormalBuffer[input.texcoord * _ScreenSize.xy] = GBufferNormal;
return float4(0, 0, 0, 0); // normal buffer is written into as a RWTexture
}
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
ZWrite Off
ZTest Always
Blend Off
Cull Off
Stencil
{
ReadMask[_DecalNormalBufferStencilReadMask]
Ref[_DecalNormalBufferStencilRef]
Comp Equal
Pass Zero // doesn't really matter, but clear to 0 for debugging
}
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragNearest
ENDHLSL
}
}
Fallback Off
}