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111 行
4.2 KiB
111 行
4.2 KiB
#include "TilePass.cs.hlsl"
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#include "../../Sky/SkyVariables.hlsl"
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StructuredBuffer<uint> g_vLightListGlobal; // don't support Buffer yet in unity
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#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)
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CBUFFER_START(UnityTilePass)
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uint _NumTileFtplX;
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uint _NumTileFtplY;
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// these uniforms are only needed for when OPAQUES_ONLY is NOT defined
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// but there's a problem with our front-end compilation of compute shaders with multiple kernels causing it to error
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//#ifdef USE_CLUSTERED_LIGHTLIST
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float4x4 g_mInvScrProjection;
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float g_fClustScale;
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float g_fClustBase;
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float g_fNearPlane;
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float g_fFarPlane;
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int g_iLog2NumClusters; // We need to always define these to keep constant buffer layouts compatible
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uint g_isLogBaseBufferEnabled;
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//#endif
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//#ifdef USE_CLUSTERED_LIGHTLIST
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uint _NumTileClusteredX;
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uint _NumTileClusteredY;
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CBUFFER_END
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StructuredBuffer<uint> g_vLayeredOffsetsBuffer; // don't support Buffer yet in unity
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StructuredBuffer<float> g_logBaseBuffer; // don't support Buffer yet in unity
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//#endif
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StructuredBuffer<DirectionalLightData> _DirectionalLightDatas;
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StructuredBuffer<LightData> _LightDatas;
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StructuredBuffer<EnvLightData> _EnvLightDatas;
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StructuredBuffer<ShadowData> _ShadowDatas;
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// Used by directional and spot lights
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TEXTURE2D_ARRAY(_CookieTextures);
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SAMPLER2D(sampler_CookieTextures);
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// Used by point lights
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TEXTURECUBE_ARRAY_ABSTRACT(_CookieCubeTextures);
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SAMPLERCUBE_ABSTRACT(sampler_CookieCubeTextures);
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// Use texture array for reflection (or LatLong 2D array for mobile)
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TEXTURECUBE_ARRAY_ABSTRACT(_EnvTextures);
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SAMPLERCUBE_ABSTRACT(sampler_EnvTextures);
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TEXTURE2D(_DeferredShadowTexture);
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CBUFFER_START(UnityPerLightLoop)
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uint _DirectionalLightCount;
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uint _PunctualLightCount;
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uint _AreaLightCount;
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uint _EnvLightCount;
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float4 _DirShadowSplitSpheres[4]; // TODO: share this max between C# and hlsl
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int _EnvLightSkyEnabled; // TODO: make it a bool
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CBUFFER_END
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// LightLoopContext is not visible from Material (user should not use these properties in Material file)
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// It allow the lightloop to have transmit sampling information (do we use atlas, or texture array etc...)
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struct LightLoopContext
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{
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int sampleReflection;
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ShadowContext shadowContext;
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};
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//-----------------------------------------------------------------------------
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// Cookie sampling functions
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// ----------------------------------------------------------------------------
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// Used by directional and spot lights.
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// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
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float4 SampleCookie2D(LightLoopContext lightLoopContext, float2 coord, int index)
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{
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return SAMPLE_TEXTURE2D_ARRAY_LOD(_CookieTextures, sampler_CookieTextures, coord, index, 0);
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}
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// Used by point lights.
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// Returns the color in the RGB components, and the transparency (lack of occlusion) in A.
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float4 SampleCookieCube(LightLoopContext lightLoopContext, float3 coord, int index)
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{
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return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_CookieCubeTextures, sampler_CookieCubeTextures, coord, index, 0);
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}
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//-----------------------------------------------------------------------------
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// Reflection proble / Sky sampling function
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// ----------------------------------------------------------------------------
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#define SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES 0
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#define SINGLE_PASS_CONTEXT_SAMPLE_SKY 1
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// 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 ?)
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// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
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float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, float lod)
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{
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// This code will be inlined as lightLoopContext is hardcoded in the light loop
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if (lightLoopContext.sampleReflection == SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES)
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{
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return SAMPLE_TEXTURECUBE_ARRAY_LOD_ABSTRACT(_EnvTextures, sampler_EnvTextures, texCoord, index, lod);
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}
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else // SINGLE_PASS_SAMPLE_SKY
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{
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return SampleSkyTexture(texCoord, lod);
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}
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}
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