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#if SHADERPASS != SHADERPASS_FORWARD
#error SHADERPASS_is_not_correctly_define
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
{
VaryingsType varyingsType;
#ifdef HAVE_VFX_MODIFICATION
AttributesElement inputElement;
varyingsType.vmesh = VertMesh(inputMesh, inputElement);
return MotionVectorVS(varyingsType, inputMesh, inputPass, inputElement);
#else
varyingsType.vmesh = VertMesh(inputMesh);
return MotionVectorVS(varyingsType, inputMesh, inputPass);
#endif
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return MotionVectorTessellation(output, input);
}
#endif // TESSELLATION_ON
#else // _WRITE_TRANSPARENT_MOTION_VECTOR
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
PackedVaryingsType Vert(AttributesMesh inputMesh)
{
VaryingsType varyingsType;
#if defined(HAVE_RECURSIVE_RENDERING)
// If we have a recursive raytrace object, we will not render it.
// As we don't want to rely on renderqueue to exclude the object from the list,
// we cull it by settings position to NaN value.
// TODO: provide a solution to filter dyanmically recursive raytrace object in the DrawRenderer
if (_EnableRecursiveRayTracing && _RayTracing > 0.0)
{
ZERO_INITIALIZE(VaryingsType, varyingsType); // Divide by 0 should produce a NaN and thus cull the primitive.
}
else
#endif
{
varyingsType.vmesh = VertMesh(inputMesh);
}
return PackVaryingsType(varyingsType);
}
#ifdef TESSELLATION_ON
PackedVaryingsToPS VertTesselation(VaryingsToDS input)
{
VaryingsToPS output;
output.vmesh = VertMeshTesselation(input.vmesh);
return PackVaryingsToPS(output);
}
#endif // TESSELLATION_ON
#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
#ifdef TESSELLATION_ON
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayMaterial.hlsl"
#if defined(_TRANSPARENT_REFRACTIVE_SORT) || defined(_ENABLE_FOG_ON_TRANSPARENT)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl"
#endif
//NOTE: some shaders set target1 to be
// Blend 1 One OneMinusSrcAlpha
//The reason for this blend mode is to let virtual texturing alpha dither work.
//Anything using Target1 should write 1.0 or 0.0 in alpha to write / not write into the target.
#ifdef UNITY_VIRTUAL_TEXTURING
#ifdef OUTPUT_SPLIT_LIGHTING
#define DIFFUSE_LIGHTING_TARGET SV_Target2
#define SSS_BUFFER_TARGET SV_Target3
#elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR)
#define MOTION_VECTOR_TARGET SV_Target2
#ifdef _TRANSPARENT_REFRACTIVE_SORT
#define BEFORE_REFRACTION_TARGET SV_Target3
#define BEFORE_REFRACTION_ALPHA_TARGET SV_Target4
#endif
#endif
#if defined(SHADER_API_PSSL)
//For exact packing on pssl, we want to write exact 16 bit unorm (respect exact bit packing).
//In some sony platforms, the default is FMT_16_ABGR, which would incur in loss of precision.
//Thus, when VT is enabled, we force FMT_32_ABGR
#pragma PSSL_target_output_format(target 1 FMT_32_ABGR)
#endif
#else
#ifdef OUTPUT_SPLIT_LIGHTING
#define DIFFUSE_LIGHTING_TARGET SV_Target1
#define SSS_BUFFER_TARGET SV_Target2
#elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR)
#define MOTION_VECTOR_TARGET SV_Target1
#ifdef _TRANSPARENT_REFRACTIVE_SORT
#define BEFORE_REFRACTION_TARGET SV_Target2
#define BEFORE_REFRACTION_ALPHA_TARGET SV_Target3
#endif
#endif
#endif
void Frag(PackedVaryingsToPS packedInput
, out float4 outColor : SV_Target0 // outSpecularLighting when outputting split lighting
#ifdef UNITY_VIRTUAL_TEXTURING
, out float4 outVTFeedback : SV_Target1
#endif
#ifdef OUTPUT_SPLIT_LIGHTING
, out float4 outDiffuseLighting : DIFFUSE_LIGHTING_TARGET
, OUTPUT_SSSBUFFER(outSSSBuffer) : SSS_BUFFER_TARGET
#elif defined(_WRITE_TRANSPARENT_MOTION_VECTOR)
, out float4 outMotionVec : MOTION_VECTOR_TARGET
#ifdef _TRANSPARENT_REFRACTIVE_SORT
, out float4 outBeforeRefractionColor : BEFORE_REFRACTION_TARGET
, out float4 outBeforeRefractionAlpha : BEFORE_REFRACTION_ALPHA_TARGET
#endif
#endif
#ifdef _DEPTHOFFSET_ON
, out float outputDepth : DEPTH_OFFSET_SEMANTIC
#endif
)
{
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
// Init outMotionVector here to solve compiler warning (potentially unitialized variable)
// It is init to the value of forceNoMotion (with 2.0)
// Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer
// motion vector expected output format is RG16
outMotionVec = float4(2.0, 0.0, 0.0, 1.0);
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
FragInputs input = UnpackVaryingsToFragInputs(packedInput);
AdjustFragInputsToOffScreenRendering(input, _OffScreenRendering > 0, _OffScreenDownsampleFactor);
uint2 tileIndex = uint2(input.positionSS.xy) / GetTileSize();
// input.positionSS is SV_Position
PositionInputs posInput = GetPositionInput(input.positionSS.xy, _ScreenSize.zw, input.positionSS.z, input.positionSS.w, input.positionRWS.xyz, tileIndex);
#ifdef VARYINGS_NEED_POSITION_WS
float3 V = GetWorldSpaceNormalizeViewDir(input.positionRWS);
#else
// Unused
float3 V = float3(1.0, 1.0, 1.0); // Avoid the division by 0
#endif
SurfaceData surfaceData;
BuiltinData builtinData;
GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData);
BSDFData bsdfData = ConvertSurfaceDataToBSDFData(input.positionSS.xy, surfaceData);
PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
outColor = float4(0.0, 0.0, 0.0, 0.0);
// We need to skip lighting when doing debug pass because the debug pass is done before lighting so some buffers may not be properly initialized potentially causing crashes on PS4.
#ifdef DEBUG_DISPLAY
// Init in debug display mode to quiet warning
#ifdef OUTPUT_SPLIT_LIGHTING
// Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer
// Diffuse output is expected to be RGB10, so alpha must always be 1 to ensure it is written.
outDiffuseLighting = float4(0, 0, 0, 1);
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#endif
bool viewMaterial = GetMaterialDebugColor(outColor, input, builtinData, posInput, surfaceData, bsdfData);
if (!viewMaterial)
{
if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR || _DebugFullScreenMode == FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR)
{
float3 result = float3(0.0, 0.0, 0.0);
GetPBRValidatorDebug(surfaceData, result);
outColor = float4(result, 1.0f);
}
else if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW)
{
float4 result = _DebugTransparencyOverdrawWeight * float4(TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_COST, TRANSPARENCY_OVERDRAW_A);
outColor = result;
}
else
#endif
{
#ifdef _SURFACE_TYPE_TRANSPARENT
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_TRANSPARENT;
#else
uint featureFlags = LIGHT_FEATURE_MASK_FLAGS_OPAQUE;
#endif
LightLoopOutput lightLoopOutput;
LightLoop(V, posInput, preLightData, bsdfData, builtinData, featureFlags, lightLoopOutput);
// Alias
float3 diffuseLighting = lightLoopOutput.diffuseLighting;
float3 specularLighting = lightLoopOutput.specularLighting;
diffuseLighting *= GetCurrentExposureMultiplier();
specularLighting *= GetCurrentExposureMultiplier();
#ifdef OUTPUT_SPLIT_LIGHTING
if (_EnableSubsurfaceScattering != 0 && ShouldOutputSplitLighting(bsdfData))
{
outColor = float4(specularLighting, 1.0);
// Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer
// Diffuse output is expected to be RGB10, so alpha must always be 1 to ensure it is written.
outDiffuseLighting = float4(TagLightingForSSS(diffuseLighting), 1.0);
}
else
{
outColor = float4(diffuseLighting + specularLighting, 1.0);
// Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer
// Diffuse output is expected to be RGB10, so alpha must always be 1 to ensure it is written.
outDiffuseLighting = float4(0, 0, 0, 1);
}
ENCODE_INTO_SSSBUFFER(surfaceData, posInput.positionSS, outSSSBuffer);
#else
outColor = ApplyBlendMode(diffuseLighting, specularLighting, builtinData.opacity);
#ifdef _ENABLE_FOG_ON_TRANSPARENT
outColor = EvaluateAtmosphericScattering(posInput, V, outColor);
#endif
#ifdef _TRANSPARENT_REFRACTIVE_SORT
ComputeRefractionSplitColor(posInput, outColor, outBeforeRefractionColor, outBeforeRefractionAlpha);
#endif
#endif
#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
VaryingsPassToPS inputPass = UnpackVaryingsPassToPS(packedInput.vpass);
bool forceNoMotion = any(unity_MotionVectorsParams.yw == 0.0);
// outMotionVec is already initialize at the value of forceNoMotion (see above)
//Motion vector is enabled in SG but not active in VFX
#if defined(HAVE_VFX_MODIFICATION) && !VFX_FEATURE_MOTION_VECTORS
forceNoMotion = true;
#endif
if (!forceNoMotion)
{
float2 motionVec = CalculateMotionVector(inputPass.positionCS, inputPass.previousPositionCS);
EncodeMotionVector(motionVec * 0.5, outMotionVec);
// Always write 1.0 in alpha since blend mode could be active on this target as a side effect of VT feedback buffer
// motion vector expected output format is RG16
outMotionVec.zw = 1.0;
}
#endif
}
#ifdef DEBUG_DISPLAY
}
#endif
#ifdef _DEPTHOFFSET_ON
outputDepth = posInput.deviceDepth;
#endif
#ifdef UNITY_VIRTUAL_TEXTURING
float vtAlphaValue = builtinData.opacity;
#if defined(HAS_REFRACTION) && HAS_REFRACTION
vtAlphaValue = 1.0f - bsdfData.transmittanceMask;
#endif
outVTFeedback = PackVTFeedbackWithAlpha(builtinData.vtPackedFeedback, input.positionSS.xy, vtAlphaValue);
outVTFeedback.rgb *= outVTFeedback.a; // premuliplied alpha
#endif
}