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107 lines
3.9 KiB
107 lines
3.9 KiB
#if SHADERPASS != SHADERPASS_FORWARD_UNLIT
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#error SHADERPASS_is_not_correctly_define
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/ShaderPass/LineRenderingOffscreenShading.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
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ByteAddressBuffer _CounterBuffer;
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PackedVaryingsType Vert(uint vertexID : SV_VertexID)
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{
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VaryingsType varyingsType;
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ZERO_INITIALIZE(VaryingsType, varyingsType);
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{
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int idxs[] = { 0, 1, 2, 2, 1, 3 };
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int vertId = idxs[vertexID % 6];
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float2 uvScreen = float2(vertId & 0x1, (vertId >> 1) & 0x1);
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int startRow = 0;
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int endRow = startRow + (uint)_ShadingSampleVisibilityCount / OffscreenAtlasWidth;
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float2 minMaxRowsUV = 1.0 - (float2(startRow, endRow) / float(OffscreenAtlasHeight));
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uvScreen.y = clamp(uvScreen.y, minMaxRowsUV.y - 2.0 / (float)OffscreenAtlasHeight, minMaxRowsUV.x);
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varyingsType.vmesh.positionCS = float4(uvScreen * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0);
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}
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return PackVaryingsType(varyingsType);
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}
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl"
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float GetDeExposureMultiplier()
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{
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#if defined(DISABLE_UNLIT_DEEXPOSURE)
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return 1.0;
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#else
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return _DeExposureMultiplier;
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#endif
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}
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void Frag(PackedVaryingsToPS packedInput, out float4 outColor : SV_Target0)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsToFragInputs(packedInput);
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OffscreenShadingFillFragInputs(packedInput.vmesh.positionCS.xy, input);
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// input.positionSS is SV_Position
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PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS);
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#ifdef VARYINGS_NEED_POSITION_WS
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float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
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#else
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// Unused
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float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
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#endif
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SurfaceData surfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
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// Not lit here (but emissive is allowed)
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BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
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// If this is a shadow matte, then we want the AO to affect the base color (the AO being correct if the surface is flagged shadow matte).
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#if defined(_ENABLE_SHADOW_MATTE)
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bsdfData.color *= GetScreenSpaceAmbientOcclusion(input.positionSS.xy);
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#endif
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#ifdef DEBUG_DISPLAY
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// Handle debug lighting mode here as there is no lightloop for unlit.
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// For unlit we let all unlit object appear
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if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
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{
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if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING)
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{
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builtinData.emissiveColor = 0.0;
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}
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else
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{
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bsdfData.color = 0.0;
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}
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}
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#endif
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// Note: we must not access bsdfData in shader pass, but for unlit we make an exception and assume it should have a color field
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float4 outResult = ApplyBlendMode(bsdfData.color * GetDeExposureMultiplier() + builtinData.emissiveColor * GetCurrentExposureMultiplier(), builtinData.opacity);
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outResult = EvaluateAtmosphericScattering(posInput, V, outResult);
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#ifdef DEBUG_DISPLAY
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float4 debugColor = 0;
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if (GetMaterialDebugColor(debugColor, input, builtinData, posInput, surfaceData, bsdfData))
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{
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outResult = 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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outResult = result;
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}
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#endif
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outColor = outResult;
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}
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