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63 lines
2.0 KiB
63 lines
2.0 KiB
Shader "Hidden/HDRP/PreIntegratedFGD_Marschner"
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{
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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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ZTest Always Cull Off ZWrite Off
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HLSLPROGRAM
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#pragma editor_sync_compilation
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma target 4.5
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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#define PREFER_HALF 0
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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/ImageBasedLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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// ----------------------------------------------------------------------------
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// Pre-Integration
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// ----------------------------------------------------------------------------
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struct Attributes
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{
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uint vertexID : SV_VertexID;
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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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};
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Varyings Vert(Attributes input)
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{
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Varyings 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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float4 Frag(Varyings input) : SV_Target
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{
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// Currently, we do not implement the pre-integration of Marschner for two reason:
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// 1) Area Light support for anisotropic LTC is not supported, and we fall back to GGX.
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// 2) Environment lighting is evaluated with the BSDF directly.
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float4 preFGD = 0;
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return float4(preFGD.xyz, 1.0);
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}
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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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