#if SHADERPASS != SHADERPASS_FORWARD #error SHADERPASS_is_not_correctly_define #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass) { VaryingsType varyingsType; #ifdef HAVE_VFX_MODIFICATION AttributesElement inputElement; varyingsType.vmesh = VertMesh(inputMesh, inputElement); return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement); #else varyingsType.vmesh = VertMesh(inputMesh); return MotionVectorVS(varyingsType, inputMesh, inputPass); #endif } #ifdef TESSELLATION_ON PackedVaryingsToPS VertTesselation(VaryingsToDS input) { VaryingsToPS output; output.vmesh = VertMeshTesselation(input.vmesh); return MotionVectorTessellation(output, input); } #endif // TESSELLATION_ON #else // _WRITE_TRANSPARENT_MOTION_VECTOR #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" PackedVaryingsType Vert(AttributesMesh inputMesh) { VaryingsType varyingsType; #if defined(HAVE_RECURSIVE_RENDERING) // If we have a recursive raytrace object, we will not render it. // As we don't want to rely on renderqueue to exclude the object from the list, // we cull it by settings position to NaN value. // TODO: provide a solution to filter dyanmically recursive raytrace object in the DrawRenderer if (_EnableRecursiveRayTracing && _RayTracing > 0.0) { ZERO_INITIALIZE(VaryingsType, varyingsType); // Divide by 0 should produce a NaN and thus cull the primitive. } else #endif { varyingsType.vmesh = VertMesh(inputMesh); } return PackVaryingsType(varyingsType); } #ifdef TESSELLATION_ON PackedVaryingsToPS VertTesselation(VaryingsToDS input) { VaryingsToPS output; output.vmesh = VertMeshTesselation(input.vmesh); return PackVaryingsToPS(output); } #endif // TESSELLATION_ON #endif // _WRITE_TRANSPARENT_MOTION_VECTOR #ifdef TESSELLATION_ON #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl" #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl" #if defined(_TRANSPARENT_REFRACTIVE_SORT) || defined(_ENABLE_FOG_ON_TRANSPARENT) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl" #endif //NOTE: some shaders set target1 to be // Blend 1 One OneMinusSrcAlpha //The reason for this blend mode is to let virtual texturing alpha dither work. //Anything using Target1 should write 1.0 or 0.0 in alpha to write / not write into the target. #ifdef UNITY_VIRTUAL_TEXTURING #ifdef OUTPUT_SPLIT_LIGHTING #define DIFFUSE_LIGHTING_TARGET SV_Target2 #define SSS_BUFFER_TARGET SV_Target3 #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR) #define MOTION_VECTOR_TARGET SV_Target2 #ifdef _TRANSPARENT_REFRACTIVE_SORT #define BEFORE_REFRACTION_TARGET SV_Target3 #define BEFORE_REFRACTION_ALPHA_TARGET SV_Target4 #endif #endif #if defined(SHADER_API_PSSL) //For exact packing on pssl, we want to write exact 16 bit unorm (respect exact bit packing). //In some sony platforms, the default is FMT_16_ABGR, which would incur in loss of precision. //Thus, when VT is enabled, we force FMT_32_ABGR #pragma PSSL_target_output_format(target 1 FMT_32_ABGR) #endif #else #ifdef OUTPUT_SPLIT_LIGHTING #define DIFFUSE_LIGHTING_TARGET SV_Target1 #define SSS_BUFFER_TARGET SV_Target2 #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR) #define MOTION_VECTOR_TARGET SV_Target1 #ifdef _TRANSPARENT_REFRACTIVE_SORT #define BEFORE_REFRACTION_TARGET SV_Target2 #define BEFORE_REFRACTION_ALPHA_TARGET SV_Target3 #endif #endif #endif void Frag(PackedVaryingsToPS packedInput , out float4 outColor : SV_Target0 // outSpecularLighting when outputting split lighting #ifdef UNITY_VIRTUAL_TEXTURING , out float4 outVTFeedback : SV_Target1 #endif #ifdef OUTPUT_SPLIT_LIGHTING , out float4 outDiffuseLighting : DIFFUSE_LIGHTING_TARGET , OUTPUT_SSSBUFFER(outSSSBuffer) : SSS_BUFFER_TARGET #elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR) , out float4 outMotionVec : MOTION_VECTOR_TARGET #ifdef _TRANSPARENT_REFRACTIVE_SORT , out float4 outBeforeRefractionColor : BEFORE_REFRACTION_TARGET , out float4 outBeforeRefractionAlpha : BEFORE_REFRACTION_ALPHA_TARGET #endif #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : DEPTH_OFFSET_SEMANTIC #endif ) { #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR // Init outMotionVector here to solve compiler warning (potentially unitialized variable) // It is init to the value of forceNoMotion (with 2.0) // Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer // motion vector expected output format is RG16 outMotionVec = float4(2.0, 0.0, 0.0, 1.0); #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); AdjustFragInputsToOffScreenRendering(input, _OffScreenRendering > 0, _OffScreenDownsampleFactor); uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize(); // input.positionSS is SV_Position PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex); #ifdef VARYINGS_NEED_POSITION_WS float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS); #else // Unused float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0 #endif SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); outColor = float4(0.0, 0.0, 0.0, 0.0); // We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4. #ifdef DEBUG_DISPLAY // Init in debug display mode to quiet warning #ifdef OUTPUT_SPLIT_LIGHTING // Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer // Diffuse output is expected to be RGB10, so alpha must always be 1 to ensure it is written. outDiffuseLighting = float4(0, 0, 0, 1); ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #endif bool viewMaterial = GetMaterialDebugColor(outColor, input, builtinData, posInput, surfaceData, bsdfData); if (!viewMaterial) { if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR) { float3 result = float3(0.0, 0.0, 0.0); GetPBRValidatorDebug(surfaceData, result); outColor = float4(result, 1.0f); } else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW) { float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A); outColor = result; } else #endif { #ifdef _SURFACE_TYPE_TRANSPARENT uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT; #else uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; #endif LightLoopOutput lightLoopOutput; LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput); // Alias float3 diffuseLighting = lightLoopOutput.diffuseLighting; float3 specularLighting = lightLoopOutput.specularLighting; diffuseLighting *= GetCurrentExposureMultiplier(); specularLighting *= GetCurrentExposureMultiplier(); #ifdef OUTPUT_SPLIT_LIGHTING if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData)) { outColor = float4(specularLighting, 1.0); // Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer // Diffuse output is expected to be RGB10, so alpha must always be 1 to ensure it is written. outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0); } else { outColor = float4(diffuseLighting + specularLighting, 1.0); // Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer // Diffuse output is expected to be RGB10, so alpha must always be 1 to ensure it is written. outDiffuseLighting = float4(0, 0, 0, 1); } ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer); #else outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity); #ifdef _ENABLE_FOG_ON_TRANSPARENT outColor = EvaluateAtmosphericScattering(posInput, V, outColor); #endif #ifdef _TRANSPARENT_REFRACTIVE_SORT ComputeRefractionSplitColor(posInput, outColor, outBeforeRefractionColor, outBeforeRefractionAlpha); #endif #endif #ifdef _WRITE_TRANSPARENT_MOTION_VECTOR VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass); bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0); // outMotionVec is already initialize at the value of forceNoMotion (see above) //Motion vector is enabled in SG but not active in VFX #if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS forceNoMotion = true; #endif if (!forceNoMotion) { float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS); EncodeMotionVector(motionVec * 0.5, outMotionVec); // Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer // motion vector expected output format is RG16 outMotionVec.zw = 1.0; } #endif } #ifdef DEBUG_DISPLAY } #endif #ifdef _DEPTHOFFSET_ON outputDepth = posInput.deviceDepth; #endif #ifdef UNITY_VIRTUAL_TEXTURING float vtAlphaValue = builtinData.opacity; #if defined(HAS_REFRACTION) && HAS_REFRACTION vtAlphaValue = 1.0f - bsdfData.transmittanceMask; #endif outVTFeedback = PackVTFeedbackWithAlpha(builtinData.vtPackedFeedback, input.positionSS.xy, vtAlphaValue); outVTFeedback.rgb *= outVTFeedback.a; // premuliplied alpha #endif }