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144 lines
5.6 KiB
144 lines
5.6 KiB
#if (SHADERPASS == SHADERPASS_FORWARD)
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl"
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float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const BuiltinData builtinData, const PreLightData preLightData, BSDFData bsdfData, const PositionInputs posInput, float3 posRWS)
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{
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#if IS_OPAQUE_PARTICLE
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
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#elif USE_ONLY_AMBIENT_LIGHTING
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uint featureFlags = LIGHTFEATUREFLAGS_ENV;
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#else
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uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
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#endif
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#if HDRP_MATERIAL_TYPE_SIMPLE
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// If we are in the simple mode, we do not support area lights and some env lights
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featureFlags &= ~(LIGHTFEATUREFLAGS_SSREFRACTION | LIGHTFEATUREFLAGS_SSREFLECTION | LIGHTFEATUREFLAGS_AREA);
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// If env light are not explicitly supported, skip them
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#ifndef HDRP_ENABLE_ENV_LIGHT
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featureFlags &= ~(LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SKY);
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#endif
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#endif
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#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
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featureFlags &= ~(LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_SSREFRACTION | LIGHTFEATUREFLAGS_SSREFLECTION);
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#endif
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float4 outColor = float4(0,0,0,0);
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#if IS_TRANSPARENT_PARTICLE
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if(_EnableBlendModePreserveSpecularLighting || builtinData.opacity > 0)
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#endif
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{
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LightLoopOutput lightLoopOutput;
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LightLoop(GetWorldSpaceNormalizeViewDir(posRWS), posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
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// Alias
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float3 diffuseLighting = lightLoopOutput.diffuseLighting;
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float3 specularLighting = lightLoopOutput.specularLighting;
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diffuseLighting *= GetCurrentExposureMultiplier();
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specularLighting *= GetCurrentExposureMultiplier();
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outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
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outColor = EvaluateAtmosphericScattering(posInput, GetWorldSpaceNormalizeViewDir(posRWS), outColor);
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}
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#ifdef DEBUG_DISPLAY
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float4 debugColor = 0;
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if (GetMaterialDebugColor(debugColor, builtinData, posInput, surfaceData, bsdfData))
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{
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outColor = debugColor;
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}
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if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
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{
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float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
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outColor = result;
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}
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#endif
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return outColor;
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}
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#ifndef VFX_SHADERGRAPH
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float4 VFXGetPixelOutputForward(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, bool frontFace)
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{
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SurfaceData surfaceData;
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BuiltinData builtinData;
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BSDFData bsdfData;
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PreLightData preLightData;
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uint2 tileIndex = uint2(i.VFX_VARYING_POSCS.xy) / GetTileSize();
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VFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData, frontFace, tileIndex);
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float3 posRWS = VFXGetPositionRWS(i);
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PositionInputs posInput = GetPositionInput(i.VFX_VARYING_POSCS.xy, _ScreenSize.zw, i.VFX_VARYING_POSCS.z, i.VFX_VARYING_POSCS.w, posRWS, tileIndex);
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return VFXCalcPixelOutputForward(surfaceData,builtinData,preLightData, bsdfData, posInput, posRWS);
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}
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#else
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float4 VFXGetPixelOutputForwardShaderGraph(const VFX_VARYING_PS_INPUTS i, const SurfaceData surfaceData, float3 emissiveColor, float opacity)
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{
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uint2 tileIndex = uint2(i.VFX_VARYING_POSCS.xy) / GetTileSize();
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float3 posRWS = VFXGetPositionRWS(i);
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float4 posSS = i.VFX_VARYING_POSCS;
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PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);
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PreLightData preLightData = (PreLightData)0;
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BSDFData bsdfData = (BSDFData)0;
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bsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);
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preLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);
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preLightData.diffuseFGD = 1.0f;
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BuiltinData builtinData;
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InitBuiltinData(posInput, opacity, surfaceData.normalWS, -surfaceData.normalWS, (float4)0, (float4)0, builtinData);
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builtinData.emissiveColor = emissiveColor;
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PostInitBuiltinData(GetWorldSpaceNormalizeViewDir(posInput.positionWS), posInput,surfaceData, builtinData);
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return VFXCalcPixelOutputForward(surfaceData, builtinData, preLightData, bsdfData, posInput, posRWS);
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}
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#endif
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#else
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void VFXSetupBuiltinForGBuffer(const VFX_VARYING_PS_INPUTS i, const SurfaceData surface, float3 emissiveColor, float opacity, out BuiltinData builtin)
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{
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float3 posRWS = VFXGetPositionRWS(i);
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float4 posSS = i.VFX_VARYING_POSCS;
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PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS);
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InitBuiltinData(posInput, opacity, surface.normalWS, -surface.normalWS, (float4)0, (float4)0, builtin);
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builtin.emissiveColor = emissiveColor;
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PostInitBuiltinData(GetWorldSpaceNormalizeViewDir(posInput.positionWS), posInput, surface, builtin);
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}
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#define VFXComputePixelOutputToGBuffer(i,normalWS,uvData,outGBuffer) \
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{ \
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SurfaceData surfaceData; \
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BuiltinData builtinData; \
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VFXGetHDRPLitData(surfaceData,builtinData,i,normalWS,uvData); \
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\
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ENCODE_INTO_GBUFFER(surfaceData, builtinData, i.VFX_VARYING_POSCS.xy, outGBuffer); \
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}
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#ifdef VFXComputePixelOutputToNormalBuffer
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#undef VFXComputePixelOutputToNormalBuffer
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#endif
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#define VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer) \
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{ \
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SurfaceData surfaceData; \
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BuiltinData builtinData; \
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VFXGetHDRPLitData(surfaceData,builtinData,i,normalWS,uvData); \
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\
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EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surfaceData), outNormalBuffer); \
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}
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#endif
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