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117 行
4.1 KiB
117 行
4.1 KiB
#include "Decal.hlsl"
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DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
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DecalData FetchDecal(uint start, uint i)
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{
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#ifdef LIGHTLOOP_TILE_PASS
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int j = FetchIndex(start, i);
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#else
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int j = start + i;
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#endif
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return _DecalDatas[j];
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}
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void ApplyBlendNormal(inout float4 dst, inout int matMask, float2 texCoords, int sliceIndex, int mapMask, float3x3 decalToWorld, float blend)
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{
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float4 src;
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src.xyz = mul(decalToWorld, UnpackNormalmapRGorAG(SAMPLE_TEXTURE2D_ARRAY(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex))) * 0.5f + 0.5f;
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src.w = blend;
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dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
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dst.w = dst.w * (1.0f - src.w);
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matMask |= mapMask;
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}
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void ApplyBlendDiffuse(inout float4 dst, inout int matMask, float2 texCoords, int sliceIndex, int mapMask, float blend)
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{
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float4 src = SAMPLE_TEXTURE2D_ARRAY(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex);
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src.w *= blend;
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dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
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dst.w = dst.w * (1.0f - src.w);
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matMask |= mapMask;
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}
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void ApplyBlendMask(inout float4 dst, inout int matMask, float2 texCoords, int sliceIndex, int mapMask, float blend)
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{
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float4 src = SAMPLE_TEXTURE2D_ARRAY(_DecalAtlas, sampler_DecalAtlas, texCoords, sliceIndex);
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src.z = src.w;
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src.w = blend;
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dst.xyz = src.xyz * src.w + dst.xyz * (1.0f - src.w);
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dst.w = dst.w * (1.0f - src.w);
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matMask |= mapMask;
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}
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void AddDecalContribution(PositionInputs posInput, inout SurfaceData surfaceData)
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{
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if(_EnableDBuffer)
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{
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DecalSurfaceData decalSurfaceData;
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int mask = 0;
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// the code in the macros, gets moved inside the conditionals by the compiler
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FETCH_DBUFFER(DBuffer, _DBufferTexture, posInput.positionSS);
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#ifdef _SURFACE_TYPE_TRANSPARENT // forward transparent using clustered decals
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uint decalCount, decalStart;
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DBuffer0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
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DBuffer1 = float4(0.5f, 0.5f, 0.5f, 1.0f);
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DBuffer2 = float4(0.0f, 0.0f, 0.0f, 1.0f);
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#ifdef LIGHTLOOP_TILE_PASS
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GetCountAndStart(posInput, LIGHTCATEGORY_DECAL, decalStart, decalCount);
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#else
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decalCount = _DecalCount;
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decalStart = 0;
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#endif
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float3 positionWS = GetAbsolutePositionWS(posInput.positionWS);
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uint i = 0;
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for (i = 0; i < decalCount; i++)
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{
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DecalData decalData = FetchDecal(decalStart, i);
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float3 positionDS = mul(decalData.worldToDecal, float4(positionWS, 1.0)).xyz;
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positionDS = positionDS * float3(1.0, -1.0, 1.0) + float3(0.5, 0.0f, 0.5);
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float decalBlend = decalData.normalToWorld[0][3];
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int diffuseIndex = decalData.normalToWorld[1][3];
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int normalIndex = decalData.normalToWorld[2][3];
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int maskIndex = decalData.normalToWorld[3][3];
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if((all(positionDS.xyz > 0.0f) && all(1.0f - positionDS.xyz > 0.0f))) // clip to decal space
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{
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if(diffuseIndex != -1)
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{
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ApplyBlendDiffuse(DBuffer0, mask, positionDS.xz, diffuseIndex, DBUFFERHTILEBIT_DIFFUSE, decalBlend);
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}
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if(normalIndex != -1)
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{
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ApplyBlendNormal(DBuffer1, mask, positionDS.xz, normalIndex, DBUFFERHTILEBIT_NORMAL, (float3x3)decalData.normalToWorld, decalBlend);
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}
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if(maskIndex != -1)
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{
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ApplyBlendMask(DBuffer2, mask, positionDS.xz, maskIndex, DBUFFERHTILEBIT_MASK, decalBlend);
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}
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}
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}
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#else
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mask = UnpackByte(LOAD_TEXTURE2D(_DecalHTileTexture, posInput.positionSS / 8));
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#endif
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DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
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// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
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if(mask & DBUFFERHTILEBIT_DIFFUSE)
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{
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surfaceData.baseColor.xyz = surfaceData.baseColor.xyz * decalSurfaceData.baseColor.w + decalSurfaceData.baseColor.xyz;
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}
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if(mask & DBUFFERHTILEBIT_NORMAL)
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{
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surfaceData.normalWS.xyz = normalize(surfaceData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
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}
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if(mask & DBUFFERHTILEBIT_MASK)
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{
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surfaceData.metallic = surfaceData.metallic * decalSurfaceData.mask.w + decalSurfaceData.mask.x;
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surfaceData.ambientOcclusion = surfaceData.ambientOcclusion * decalSurfaceData.mask.w + decalSurfaceData.mask.y;
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surfaceData.perceptualSmoothness = surfaceData.perceptualSmoothness * decalSurfaceData.mask.w + decalSurfaceData.mask.z;
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}
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}
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}
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