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56 行
1.9 KiB

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