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#include "TilePass.cs.hlsl"
StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
#define DWORD_PER_TILE 16 // See dwordsPerTile in TilePass.cs, we have roomm for 31 lights and a number of light value all store on 16 bit (ushort)
CBUFFER_START(UnityTilePass)
uint _NumTileFtplX;
uint _NumTileFtplY;
// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
//#ifdef USE_CLUSTERED_LIGHTLIST
float4x4 g_mInvScrProjection;
float g_fClustScale;
float g_fClustBase;
float g_fNearPlane;
float g_fFarPlane;
int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
uint g_isLogBaseBufferEnabled;
uint _UseTileLightList;
//#endif
//#ifdef USE_CLUSTERED_LIGHTLIST
uint _NumTileClusteredX;
uint _NumTileClusteredY;
CBUFFER_END
StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity
StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
//#endif
StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
StructuredBuffer<LightData> _LightDatas;
StructuredBuffer<EnvLightData> _EnvLightDatas;
StructuredBuffer<ShadowData> _ShadowDatas;
// Used by directional and spot lights
TEXTURE2D_ARRAY(_CookieTextures);
SAMPLER2D(sampler_CookieTextures);
// Used by point lights
TEXTURECUBE_ARRAY_ABSTRACT(_CookieCubeTextures);
SAMPLERCUBE_ABSTRACT(sampler_CookieCubeTextures);
// Use texture array for reflection (or LatLong 2D array for mobile)
TEXTURECUBE_ARRAY_ABSTRACT(_EnvTextures);
SAMPLERCUBE_ABSTRACT(sampler_EnvTextures);
TEXTURECUBE(_SkyTexture);
SAMPLERCUBE(sampler_SkyTexture); // NOTE: Sampler could be share here with _EnvTextures. Don't know if the shader compiler will complain...
TEXTURE2D(_AmbientOcclusionTexture);
TEXTURE2D(_DeferredShadowTexture);
CBUFFER_START(UnityPerLightLoop)
uint _DirectionalLightCount;
uint _PunctualLightCount;
uint _AreaLightCount;
uint _EnvLightCount;
float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
int _EnvLightSkyEnabled; // TODO: make it a bool
float _AmbientOcclusionDirectLightStrenght;
CBUFFER_END
struct LightLoopContext
{
// Visible from Material - these values are expected in any LightLoopContext
float indirectAmbientOcclusion; // Ambient occlusion use for indirect lighting (reflection probe, baked diffuse lighting)
float directAmbientOcclusion; // Ambient occlusion use for direct lighting (directional, punctual, area)
// Not visible from Material (user should not use these properties in Material file)
int sampleShadow;
int sampleReflection;
ShadowContext shadowContext;
};
// Store all the accumulated lighting produce by the light loop
struct LightLoopAccumulatedLighting
{
float3 dirDiffuseLighting;
float3 dirSpecularLighting;
float3 punctualDiffuseLighting;
float3 punctualSpecularLighting;
float3 areaDiffuseLighting;
float3 areaSpecularLighting;
float3 envDiffuseLighting;
float3 envSpecularLighting;
};
//-----------------------------------------------------------------------------
// Cookie sampling functions
// ----------------------------------------------------------------------------
// Used by directional and spot lights.
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
float4 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index)
{
return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, sampler_CookieTextures, coord, index, 0);
}
// Used by point lights.
// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
float4 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index)
{
return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_CookieCubeTextures, sampler_CookieCubeTextures, coord, index, 0);
}
//-----------------------------------------------------------------------------
// Reflection proble / Sky sampling function
// ----------------------------------------------------------------------------
#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?)
// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod)
{
// This code will be inlined as lightLoopContext is hardcoded in the light loop
if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
{
return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvTextures, sampler_EnvTextures, texCoord, index, lod);
}
else // SINGLE_PASS_SAMPLE_SKY
{
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, sampler_SkyTexture, texCoord, lod);
}
}