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127 lines
3.8 KiB

Shader "Renderers/Thickness"
{
HLSLINCLUDE
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
//enable GPU instancing support
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersV2.hlsl"
#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
#error SHADERPASS_is_not_correctly_define
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
varyingsType.vmesh = VertMesh(inputMesh);
return PackVaryingsType(varyingsType);
}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl"
ENDHLSL
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "ComputeThicknessOpaque"
Tags { "LightMode" = "Forward" }
ZWrite Off
ZTest Always
Cull Off
Blend One One
BlendOp Add
HLSLPROGRAM
float _DownsizeScale;
uint _ViewId;
void Frag(PackedVaryingsToPS packedInput, bool isFrontFace : SV_IsFrontFace, out float2 outColor : SV_Target0 )
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
#ifdef UNITY_STEREO_INSTANCING_ENABLED
// Work around to discard undesired pixel for XR to bypass de default dispatch
if (unity_StereoEyeIndex != _ViewId)
discard;
#endif
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
float usedDepth = LinearEyeDepth(input.positionSS.z, _ZBufferParams);
float sign = isFrontFace ? -1.0f : 1.0f;
float value = sign * usedDepth;
outColor = float2(value, 1.0f);
}
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "ComputeThicknessTransparent"
Tags { "LightMode" = "Forward" }
ZWrite Off
ZTest Always
Cull Off
Blend One One
BlendOp Add
HLSLPROGRAM
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl"
float _DownsizeScale;
uint _ViewId;
void Frag(PackedVaryingsToPS packedInput, bool isFrontFace : SV_IsFrontFace, out float2 outColor : SV_Target0 )
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
#ifdef UNITY_STEREO_INSTANCING_ENABLED
// Work around to discard undesired pixel for XR to bypass de default dispatch
if (unity_StereoEyeIndex != _ViewId)
discard;
#endif
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
float usedDepth = LinearEyeDepth(input.positionSS.z, _ZBufferParams);
float sceneDeviceDepth = LoadCameraDepth(round(_DownsizeScale * input.positionSS.xy));
float sceneLinearDepth = LinearEyeDepth(sceneDeviceDepth, _ZBufferParams);
usedDepth = min(usedDepth, sceneLinearDepth);
float sign = isFrontFace ? -1.0f : 1.0f;
float value = sign * usedDepth;
outColor = float2(value, 1.0f);
}
#pragma vertex Vert
#pragma fragment Frag
ENDHLSL
}
}
}