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#pragma kernel MaterialFlagsGen_Write MATERIALFLAGSGEN=MaterialFlagsGen_Write
#pragma kernel MaterialFlagsGen_Or MATERIALFLAGSGEN=MaterialFlagsGen_Or USE_OR
// #pragma enable_d3d11_debug_symbols
#include "CoreRP/ShaderLibrary/Common.hlsl"
#include "ShaderBase.hlsl"
#include "LightLoop.cs.hlsl"
#include "../../ShaderVariables.hlsl"
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../../Material/Material.hlsl" // This includes Material.hlsl
#include "../../Lighting/LightDefinition.cs.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
#define USE_MATERIAL_FEATURE_FLAGS
#define NR_THREADS 64
CBUFFER_START(UnityMaterialFlags)
uint2 g_viDimensions;
uint g_BaseFeatureFlags;
CBUFFER_END
groupshared uint ldsFeatureFlags;
RWStructuredBuffer<uint> g_TileFeatureFlags;
TEXTURE2D(_StencilTexture); // DXGI_FORMAT_R8_UINT is not supported by Unity
[numthreads(NR_THREADS, 1, 1)]
void MATERIALFLAGSGEN(uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID)
{
uint2 tileIDX = u3GroupID.xy;
uint iWidth = g_viDimensions.x;
uint iHeight = g_viDimensions.y;
uint nrTilesX = (iWidth + (TILE_SIZE_FPTL - 1)) / TILE_SIZE_FPTL;
// 16 * 4 = 64. We process data by group of 4 pixel
uint2 viTilLL = 16 * tileIDX;
float2 invScreenSize = float2(1.0f / iWidth, 1.0f / iHeight);
if (threadID == 0)
{
ldsFeatureFlags = 0;
}
GroupMemoryBarrierWithGroupSync();
uint materialFeatureFlags = g_BaseFeatureFlags; // Contain all lightFeatures or 0 (depends if we enable light classification or not)
UNITY_UNROLL
for(int i = 0; i < 4; i++)
{
int idx = i * NR_THREADS + threadID;
uint2 uCrd = min( uint2(viTilLL.x + (idx & 0xf), viTilLL.y + (idx >> 4)), uint2(iWidth - 1, iHeight - 1));
// StencilTexture here contain the result of testing if we are not equal to stencil usage NoLighting. i.e (stencil value != NoLighting). The 1.0 mean true.
// This test if we are the sky/background or a forward opaque (which tag the stencil as NoLighting)
if (LOAD_TEXTURE2D(_StencilTexture, uCrd).r == 1.0)
{
PositionInputs posInput = GetPositionInput(uCrd, invScreenSize);
materialFeatureFlags |= MATERIAL_FEATURE_FLAGS_FROM_GBUFFER(posInput.positionSS);
}
}
InterlockedOr(ldsFeatureFlags, materialFeatureFlags); //TODO: driver might optimize this or we might have to do a manual reduction
GroupMemoryBarrierWithGroupSync();
if(threadID == 0)
{
#ifdef USE_OR
g_TileFeatureFlags[tileIDX.y * nrTilesX + tileIDX.x] |= ldsFeatureFlags;
#else // Use in case we have disabled light classification
g_TileFeatureFlags[tileIDX.y * nrTilesX + tileIDX.x] = ldsFeatureFlags;
#endif
}
}