#if SHADERPASS != SHADERPASS_FORWARD #error SHADERPASS_is_not_correctly_define #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/ShaderPass/LineRenderingOffscreenShading.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" ByteAddressBuffer _CounterBuffer; PackedVaryingsType Vert(uint vertexID : SV_VertexID) { VaryingsType varyingsType; ZERO_INITIALIZE(VaryingsType, varyingsType); { int idxs[] = { 0, 1, 2, 2, 1, 3 }; int vertId = idxs[vertexID % 6]; float2 uvScreen = float2(vertId & 0x1, (vertId >> 1) & 0x1); int startRow = 0; int endRow = startRow + _ShadingSampleVisibilityCount / OffscreenAtlasWidth; float2 minMaxRowsUV = 1.0 - (float2(startRow, endRow) / float(OffscreenAtlasHeight)); uvScreen.y = clamp(uvScreen.y, minMaxRowsUV.y - 2.0 / (float)OffscreenAtlasHeight, minMaxRowsUV.x); varyingsType.vmesh.positionCS = float4(uvScreen * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0); } return PackVaryingsType(varyingsType); } #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl" void Frag(PackedVaryingsToPS packedInput, out float4 outColor : SV_Target0) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); OffscreenShadingFillFragInputs(packedInput.vmesh.positionCS.xy, input); // We need to readapt the SS position as our screen space positions are for a low res buffer, but we try to access a full res buffer. input.positionSS.xy = _OffScreenRendering > 0 ? (uint2)round(input.positionSS.xy * _OffScreenDownsampleFactor) : input.positionSS.xy; 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 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 { uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE; LightLoopOutput lightLoopOutput; LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput); // Alias float3 diffuseLighting = lightLoopOutput.diffuseLighting; float3 specularLighting = lightLoopOutput.specularLighting; diffuseLighting *= GetCurrentExposureMultiplier(); specularLighting *= GetCurrentExposureMultiplier(); outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity); #ifdef _ENABLE_FOG_ON_TRANSPARENT { float3 volColor, volOpacity; EvaluateAtmosphericScattering(posInput, V, volColor, volOpacity); // Premultiplied alpha outColor.rgb = outColor.rgb * (1 - volOpacity) + volColor; } #endif } #ifdef DEBUG_DISPLAY } #endif }