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100 行
3.8 KiB

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