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135 lines
6.7 KiB
135 lines
6.7 KiB
Shader "Hidden/HDRP/Material/Decal/DecalNormalBuffer"
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{
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Properties
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{
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// Stencil state
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[HideInInspector] _DecalNormalBufferStencilRef("_DecalNormalBufferStencilRef", Int) = 0 // set at runtime
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[HideInInspector] _DecalNormalBufferStencilReadMask("_DecalNormalBufferStencilReadMask", Int) = 0 // set at runtime
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}
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HLSLINCLUDE
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch switch2
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#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl"
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#if defined(PLATFORM_NEEDS_UNORM_UAV_SPECIFIER) && defined(PLATFORM_SUPPORTS_EXPLICIT_BINDING)
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// Explicit binding is needed on D3D since we bind the UAV to slot 1 and we don't have a colour RT bound to fix a D3D warning.
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RW_TEXTURE2D_X(unorm float4, _NormalBuffer) : register(u1);
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#else
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RW_TEXTURE2D_X(float4, _NormalBuffer);
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#endif
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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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UNITY_VERTEX_OUTPUT_STEREO
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};
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DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
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Varyings Vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(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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// Force the stencil test before the UAV write.
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[earlydepthstencil]
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void FragNearest(Varyings input)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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FETCH_DBUFFER(DBuffer, _DBufferTexture, input.texcoord * _ScreenSize.xy);
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DecalSurfaceData decalSurfaceData;
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DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
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uint2 positionSS = uint2(input.texcoord * _ScreenSize.xy);
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float4 normalbuffer = _NormalBuffer[COORD_TEXTURE2D_X(positionSS)];
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NormalData normalData;
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DecodeFromNormalBuffer(normalbuffer, normalData);
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#ifdef DECAL_SURFACE_GRADIENT
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// Our dbuffer has volume gradients accumulated in it.
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//
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// At this stage we only have the normal in the normal buffer which will already be perturbed except without decals.
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// Since we don't have the original mesh vertex normal, it is not possible to patch the normal data with the same interpretation
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// of the dbuffer volume gradient and other maps when we apply decals in a shader which supports SURFACE_GRADIENT
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// and the DECAL_SURFACE_GRADIENT option is on: in that case, all maps are summed as surface gradients, along with the dbuffer
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// volume gradient transformed as a surface gradient wrt to the mesh vertex normal.
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//
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// Here try our best by interpreting the normal in the normal buffer as the mesh surface normal. This is like doing re-oriented
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// normal mapping with the decal (using a resolved perturbed normal as a new "base surface" normal to be perturbed again).
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// We will still first resolve the decal gradient as a "normal" to be added with the normal from the normal buffer,
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// ie we will not consider the normal in the normal buffer as a surface gradient itself to have a decal surfgrad added to it,
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// as in that case the weight "decalSurfaceData.normalWS.w" could not possibly be of any use unless we use it as a lerp factor
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// which we don't do anywhere in our decal processing:
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// The reason is that normalData.normalWS.xyz is the zero surface gradient wrt to itself, and we would get
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// SurfaceGradFrom(normalData.normalWS.xyz) * decalSurfaceData.normalWS.w = (0,0,0) * decalSurfaceData.normalWS.w = (0,0,0)
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// regardless of the weight.
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//
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// So we make sure we return some sensible normal by first removing any colinear component (to the normal buffer normal)
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// of the volume gradient before resolving it: ie convert the volume gradient to a proper surface gradient wrt to our normal:
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float3 surfGrad = SurfaceGradientFromVolumeGradient(normalData.normalWS.xyz, decalSurfaceData.normalWS.xyz);
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decalSurfaceData.normalWS.xyz = SurfaceGradientResolveNormal(surfGrad, decalSurfaceData.normalWS.xyz);
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#endif
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normalData.normalWS.xyz = normalize(normalData.normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz);
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normalData.perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(PerceptualRoughnessToPerceptualSmoothness(normalData.perceptualRoughness) * decalSurfaceData.mask.w + decalSurfaceData.mask.z);
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EncodeIntoNormalBuffer(normalData, normalbuffer);
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_NormalBuffer[COORD_TEXTURE2D_X(positionSS)] = normalbuffer;
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}
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ENDHLSL
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SubShader
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{
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Tags{ "RenderPipeline" = "HDRenderPipeline" }
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Pass
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{
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ZWrite Off
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ZTest Always
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Blend Off
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Cull Off
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Stencil
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{
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WriteMask [_DecalNormalBufferStencilReadMask]
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ReadMask [_DecalNormalBufferStencilReadMask]
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Ref [_DecalNormalBufferStencilRef]
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Comp Equal
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Pass Zero // Clear bits since they are not needed anymore.
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// Note: this is fine with the combination
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// _DecalNormalBufferStencilReadMask - StencilUsage.Decals | (int)StencilUsage.RequiresDeferredLighting
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// _DecalNormalBufferStencilRef = (int)StencilUsage.Decals
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// Because the test success only if RequiresDeferredLighting isn't set, and thus we can clear the 2 bits, RequiresDeferredLighting already don't exist
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}
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment FragNearest
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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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