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251 行
11 KiB
251 行
11 KiB
#include "Decal.hlsl"
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DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
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DecalData FetchDecal(uint start, uint i)
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{
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#ifdef LIGHTLOOP_TILE_PASS
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int j = FetchIndex(start, i);
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#else
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int j = start + i;
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#endif
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return _DecalDatas[j];
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}
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// Caution: We can't compute LOD inside a dynamic loop. The gradient are not accessible.
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// we need to find a way to calculate mips. For now just fetch first mip of the decals
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void ApplyBlendNormal(inout float4 dst, inout int matMask, float2 texCoords, int mapMask, float3x3 decalToWorld, float blend, float lod)
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{
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float4 src;
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src.xyz = mul(decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D_LOD(_DecalAtlas2D, _trilinear_clamp_sampler_DecalAtlas2D, texCoords, lod))) * 0.5f + 0.5f;
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src.w = blend;
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dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
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dst.w = dst.w * (1.0f - src.w);
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matMask |= mapMask;
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}
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void ApplyBlendDiffuse(inout float4 dst, inout int matMask, float2 texCoords, float4 src, int mapMask, inout float blend, float lod, int diffuseTextureBound)
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{
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if (diffuseTextureBound)
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{
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src *= SAMPLE_TEXTURE2D_LOD(_DecalAtlas2D, _trilinear_clamp_sampler_DecalAtlas2D, texCoords, lod);
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}
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src.w *= blend;
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blend = src.w; // diffuse texture alpha affects all other channels
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dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
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dst.w = dst.w * (1.0f - src.w);
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matMask |= mapMask;
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}
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// albedoBlend is overall decal blend combined with distance fade and albedo alpha
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// decalBlend is decal blend with distance fade to be able to construct normal and mask blend if they come from mask map blue channel
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// normalBlend is calculated in this function and used later to blend the normal
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// blendParams are material settings to determing blend source and mode for normal and mask map
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void ApplyBlendMask(inout float4 dbuffer2, inout float2 dbuffer3, inout int matMask, float2 texCoords, int mapMask, float albedoBlend, float lod, float decalBlend, inout float normalBlend, float3 blendParams) // too many blends!!!
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{
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float4 src = SAMPLE_TEXTURE2D_LOD(_DecalAtlas2D, _trilinear_clamp_sampler_DecalAtlas2D, texCoords, lod);
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float maskBlend;
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if (blendParams.x == 1.0f) // normal blend source is mask blue channel
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normalBlend = src.z * decalBlend;
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else
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normalBlend = albedoBlend; // normal blend source is albedo alpha
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if (blendParams.y == 1.0f) // mask blend source is mask blue channel
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maskBlend = src.z * decalBlend;
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else
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maskBlend = albedoBlend; // mask blend siurce is albedo alpha
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src.z = src.w; // remap so smoothness goes to blue and mask blend goes to alpha
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src.w = maskBlend;
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float4 dbuffer2Mask;
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float2 dbuffer3Mask;
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if (blendParams.z == 0)
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{
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dbuffer2Mask = float4(1, 1, 1, 1); // M, AO, S, S alpha
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dbuffer3Mask = float2(1, 1); // M alpha, AO alpha
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}
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else if (blendParams.z == 1)
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{
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dbuffer2Mask = float4(1, 0, 0, 0); // M, _, _, _
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dbuffer3Mask = float2(1, 0); // M alpha, _
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}
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else if (blendParams.z == 2)
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{
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dbuffer2Mask = float4(0, 1, 0, 0); // _, AO, _, _
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dbuffer3Mask = float2(0, 1); // _, AO alpha
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}
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else if (blendParams.z == 3)
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{
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dbuffer2Mask = float4(1, 1, 0, 0); // M, AO, _, _
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dbuffer3Mask = float2(1, 1); // M Alpha, AO alpha
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}
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else if (blendParams.z == 4)
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{
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dbuffer2Mask = float4(0, 0, 1, 1); // _, _, S, S alpha
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dbuffer3Mask = float2(0, 0); // _, _
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}
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else if (blendParams.z == 5)
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{
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dbuffer2Mask = float4(1, 0, 1, 1); // M, _, S, S alpha
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dbuffer3Mask = float2(1, 0); // M alpha, _
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}
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else if (blendParams.z == 6)
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{
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dbuffer2Mask = float4(0, 1, 1, 1); // _, AO, S, S alpha
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dbuffer3Mask = float2(0, 1); // _, AO alpha
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}
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else if (blendParams.z == 7)
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{
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dbuffer2Mask = float4(1, 1, 1, 1); // M, AO, S, S alpha
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dbuffer3Mask = float2(1, 1); // M alpha, AO alpha
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}
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dbuffer2.xyz = (dbuffer2Mask.xyz == 1) ? src.xyz * src.w + dbuffer2.xyz * (1.0f - src.w) : dbuffer2.xyz;
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dbuffer2.w = (dbuffer2Mask.w == 1) ? dbuffer2.w * (1.0f - src.w) : dbuffer2.w;
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dbuffer3.xy = (dbuffer3Mask.xy == 1) ? dbuffer3.xy * (1.0f - src.w) : dbuffer3.xy;
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matMask |= mapMask;
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}
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void AddDecalContribution(PositionInputs posInput, inout SurfaceData surfaceData, inout float alpha)
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{
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if (_EnableDecals)
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{
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int mask = 0;
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// the code in the macros, gets moved inside the conditionals by the compiler
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FETCH_DBUFFER(DBuffer, _DBufferTexture, posInput.positionSS);
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#ifdef _SURFACE_TYPE_TRANSPARENT // forward transparent using clustered decals
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uint decalCount, decalStart;
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DBuffer0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
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DBuffer1 = float4(0.5f, 0.5f, 0.5f, 1.0f);
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DBuffer2 = float4(0.0f, 0.0f, 0.0f, 1.0f);
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#ifdef DECALS_4RT
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DBuffer3 = float2(1.0f, 1.0f);
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#else
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float2 DBuffer3 = float2(1.0f, 1.0f);
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#endif
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#ifdef LIGHTLOOP_TILE_PASS
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GetCountAndStart(posInput, LIGHTCATEGORY_DECAL, decalStart, decalCount);
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#else
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decalCount = _DecalCount;
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decalStart = 0;
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#endif
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float3 positionRWS = posInput.positionWS;
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// get world space ddx/ddy for adjacent pixels to be used later in mipmap lod calculation
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float3 positionRWSDdx = ddx(positionRWS);
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float3 positionRWSDdy = ddy(positionRWS);
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for (uint i = 0; i < decalCount; i++)
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{
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DecalData decalData = FetchDecal(decalStart, i);
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// Get the relative world camera to decal matrix
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float4x4 worldToDecal = ApplyCameraTranslationToInverseMatrix(decalData.worldToDecal);
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float3 positionDS = mul(worldToDecal, float4(positionRWS, 1.0)).xyz;
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positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.5f, 0.5); // decal clip space
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if ((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f)))
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{
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float2 uvScale = float2(decalData.normalToWorld[3][0], decalData.normalToWorld[3][1]);
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float2 uvBias = float2(decalData.normalToWorld[3][2], decalData.normalToWorld[3][3]);
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positionDS.xz = positionDS.xz * uvScale + uvBias;
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positionDS.xz = frac(positionDS.xz);
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// clamp by half a texel to avoid sampling neighboring textures in the atlas
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float2 clampAmount = float2(0.5f / _DecalAtlasResolution.x, 0.5f / _DecalAtlasResolution.y);
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float2 diffuseMin = decalData.diffuseScaleBias.zw + clampAmount; // offset into atlas is in .zw
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float2 diffuseMax = decalData.diffuseScaleBias.zw + decalData.diffuseScaleBias.xy - clampAmount; // scale relative to full atlas size is in .xy so total texture extent in atlas is (1,1) * scale
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float2 normalMin = decalData.normalScaleBias.zw + clampAmount;
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float2 normalMax = decalData.normalScaleBias.zw + decalData.normalScaleBias.xy - clampAmount;
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float2 maskMin = decalData.maskScaleBias.zw + clampAmount;
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float2 maskMax = decalData.maskScaleBias.zw + decalData.maskScaleBias.xy - clampAmount;
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float2 sampleDiffuse = clamp(positionDS.xz * decalData.diffuseScaleBias.xy + decalData.diffuseScaleBias.zw, diffuseMin, diffuseMax);
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float2 sampleNormal = clamp(positionDS.xz * decalData.normalScaleBias.xy + decalData.normalScaleBias.zw, normalMin, normalMax);
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float2 sampleMask = clamp(positionDS.xz * decalData.maskScaleBias.xy + decalData.maskScaleBias.zw, maskMin, maskMax);
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// need to compute the mipmap LOD manually because we are sampling inside a loop
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float3 positionDSDdx = mul(worldToDecal, float4(positionRWSDdx, 0.0)).xyz; // transform the derivatives to decal space, any translation is irrelevant
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float3 positionDSDdy = mul(worldToDecal, float4(positionRWSDdy, 0.0)).xyz;
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float2 sampleDiffuseDdx = positionDSDdx.xz * decalData.diffuseScaleBias.xy; // factor in the atlas scale
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float2 sampleDiffuseDdy = positionDSDdy.xz * decalData.diffuseScaleBias.xy;
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float lodDiffuse = ComputeTextureLOD(sampleDiffuseDdx, sampleDiffuseDdy, _DecalAtlasResolution);
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float2 sampleNormalDdx = positionDSDdx.xz * decalData.normalScaleBias.xy;
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float2 sampleNormalDdy = positionDSDdy.xz * decalData.normalScaleBias.xy;
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float lodNormal = ComputeTextureLOD(sampleNormalDdx, sampleNormalDdy, _DecalAtlasResolution);
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float2 sampleMaskDdx = positionDSDdx.xz * decalData.maskScaleBias.xy;
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float2 sampleMaskDdy = positionDSDdy.xz * decalData.maskScaleBias.xy;
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float lodMask = ComputeTextureLOD(sampleMaskDdx, sampleMaskDdy, _DecalAtlasResolution);
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float albedoBlend = decalData.normalToWorld[0][3];
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float4 src = decalData.baseColor;
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int diffuseTextureBound = (decalData.diffuseScaleBias.x > 0) && (decalData.diffuseScaleBias.y > 0);
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ApplyBlendDiffuse(DBuffer0, mask, sampleDiffuse, src, DBUFFERHTILEBIT_DIFFUSE, albedoBlend, lodDiffuse, diffuseTextureBound);
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alpha = alpha < albedoBlend ? albedoBlend : alpha; // use decal alpha if it is higher than transparent alpha
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float albedoContribution = decalData.normalToWorld[1][3];
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if (albedoContribution == 0.0f)
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{
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mask = 0; // diffuse will not get modified
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}
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float normalBlend = albedoBlend;
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if ((decalData.maskScaleBias.x > 0) && (decalData.maskScaleBias.y > 0))
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{
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ApplyBlendMask(DBuffer2, DBuffer3, mask, sampleMask, DBUFFERHTILEBIT_MASK, albedoBlend, lodMask, decalData.normalToWorld[0][3], normalBlend, decalData.blendParams);
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}
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if ((decalData.normalScaleBias.x > 0) && (decalData.normalScaleBias.y > 0))
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{
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ApplyBlendNormal(DBuffer1, mask, sampleNormal, DBUFFERHTILEBIT_NORMAL, (float3x3)decalData.normalToWorld, normalBlend, lodNormal);
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}
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}
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}
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#else
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mask = UnpackByte(LOAD_TEXTURE2D(_DecalHTileTexture, posInput.positionSS / 8).r);
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#endif
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DecalSurfaceData decalSurfaceData;
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DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
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// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
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if (mask & DBUFFERHTILEBIT_DIFFUSE)
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{
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surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
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}
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if (mask & DBUFFERHTILEBIT_NORMAL)
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{
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surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
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}
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if (mask & DBUFFERHTILEBIT_MASK)
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{
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#ifdef DECALS_4RT // only smoothness in 3RT mode
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#if !defined(UNITY_MATERIAL_FABRIC)
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surfaceData.metallic = surfaceData.metallic * decalSurfaceData.MAOSBlend.x + decalSurfaceData.mask.x;
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#endif
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surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.MAOSBlend.y + decalSurfaceData.mask.y;
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#endif
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#if defined(UNITY_MATERIAL_STACKLIT)
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surfaceData.perceptualSmoothnessA = surfaceData.perceptualSmoothnessA * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
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surfaceData.perceptualSmoothnessB = surfaceData.perceptualSmoothnessB * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
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surfaceData.coatPerceptualSmoothness = surfaceData.coatPerceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
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#else
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surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
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#endif
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}
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}
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}
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