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