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56 行
1.9 KiB
56 行
1.9 KiB
Shader "Hidden/HDRenderPipeline/PreIntegratedFGD"
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{
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SubShader {
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Pass {
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ZTest Always Cull Off ZWrite Off
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma target 4.5
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#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
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#include "../../../../Core/ShaderLibrary/Common.hlsl"
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#include "../../../../Core/ShaderLibrary/ImageBasedLighting.hlsl"
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#include "../../../ShaderVariables.hlsl"
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 texCoord : TEXCOORD0;
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};
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Varyings Vert(Attributes input)
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{
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Varyings output;
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output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
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output.texCoord = GetFullScreenTriangleTexCoord(input.vertexID);
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return output;
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}
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float4 Frag(Varyings input) : SV_Target
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{
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// These coordinate sampling must match the decoding in GetPreIntegratedDFG in lit.hlsl, i.e here we use perceptualRoughness, must be the same in shader
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float NdotV = input.texCoord.x;
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float perceptualRoughness = input.texCoord.y;
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float3 V = float3(sqrt(1 - NdotV * NdotV), 0, NdotV);
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float3 N = float3(0.0, 0.0, 1.0);
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// Pre integrate GGX with smithJoint visibility as well as DisneyDiffuse
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float4 preFGD = IntegrateGGXAndDisneyFGD(V, N, PerceptualRoughnessToRoughness(perceptualRoughness));
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return float4(preFGD.xyz, 1.0);
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}
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ENDHLSL
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}
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}
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Fallback Off
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}
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